#avatar-optimization

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rustic ocean
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and even got update prompts

solid smelt
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marsh trail
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Unity tries to get you to update when using older versions

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You can however, dismiss such

solid smelt
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I was wondering why his hierarchy had the wrong symbols

rustic ocean
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Will the save still work or would i have to redo it?

marsh trail
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You'd likely need to re-do it

solid smelt
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You can try to reimport the scene who knows

marsh trail
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However it should be a fairly smoother process to go through now that you've done it once

rustic ocean
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I hope so, I kinda did it at like 4am.

marsh trail
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You can take screenshots of your settings to speed up the process

rustic ocean
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Any chance you might have some up to date tutorials on how to get models made in blender to vrc? Most of the ones that pop on yt only show using premade models 😦

solid smelt
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Its the same process for any model, was there something specific that you were stuck on?

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Once the model is created its all the same

rustic ocean
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I guess it's stuff like seeing how they make mouths, hair and eyes and such. For the moment I'm sticking to making fugly robot things just to practice.

solid smelt
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You should be looking at normal blender tutorials for things like that since it doesnt have to do with VRC yet in the pipeline

marsh trail
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I'd recommend general 3D modeling videos

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Virtually any model can be ported into vrc, even a statue with no rigging (bones)

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You probably just want to look at general modeling, rigging and texturing tutorials for your modeling program of choice

rustic ocean
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Will work on that. Could be I saw wrong, thought there was a specific way to make mouths and eyes for lip sync and such.

marsh trail
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Don't focus too much on IK bone setups however if you plan to make humanoids, atleast as of yet, vrc will handle a standard humanoid structure

solid smelt
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Mouth movements are done by visemes, you can either do that early on or make a face rig to create visemes later, eyes are just bone rotations

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blinks are done via blendshapes as well, but again you can use bones early in the pipe line

marsh trail
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Do keep in mind that visemes are shapekeys/blendshapes, they're simply called visemes as they refer to mouth shapes

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Incase that could confuse you in some manner

solid smelt
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So much jargon šŸ˜”

rustic ocean
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I really appreciate the time you guys are taking, I kinda jumped into this like a few days ago.

solid smelt
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It's cool you are starting from scratch that early, most people, including myself, use premade stuff

marsh trail
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We all started somewhere, and somebody somewhere helped us aswell, the vrc community's rather open like that

rustic ocean
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I figured that if I can get the basics down early on, editing existing stuff should be a little easier later on.

marsh trail
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It definitively will

rustic ocean
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I was curious bout two more things. Probably more but two top of the head.

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Can an avatar be made of multiple parts, or does it have to be one mesh? Like could the forearm and upper arm be separate, joined at the elbow?

solid smelt
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You could, but why?

rustic ocean
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Just a weird idea I had, kinda like the female bot from Wall-E with floating arms?

marsh trail
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You can have the same mesh group have separate mesh sections, in a sense the mesh doesn't need to be connected by vertices to be a single mesh

solid smelt
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You can still have it be one skinned mesh, regardless of it being cohesive yeah

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The more meshes, the more materials, the more unoptimized

rustic ocean
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Also not sure how one would do a robotic hinge joint if it's one mesh. If that makes sense

solid smelt
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You can create the model as a bunch of separate meshes, then join them all once weighted

marsh trail
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The bones dictate the pivot points

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Regardless of the mesh being single or multiple, bone position is key for proper looking hinges as such

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And of course, proper weight paint to match

rustic ocean
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Was planning on studying up on rigging a lot more yeah, luckily blender has a massive amount of tutorials of all kinds out there.

marsh trail
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Community driven is a understatement for the amount of work and effort you can find

rustic ocean
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Prolly why I like blender and Vrc so far. I used to be on maya and max but it was different.

marsh trail
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Hopefully you'll find the proper tutorials for your needs

rustic ocean
marsh trail
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Definitively

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Shapekeys are just vertices being moved from one place to the other, so it'd be quite simple

rustic ocean
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Noted down, I'll google fu Shapekeys and lip sync, that should least make it easier for me to find proper tuts.

marsh trail
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Keep in mind shapekeys only have 3 states
Off - Value of 0, Default shape, unchanged
Translation/Moving - Value from 1 to 99 that moves the shapekey more or less to the destination
On - Value of 100, Fully enabled state
They can only go to and from 2 points, so you can't have a shapekey that has multiple stages in a sense (like 20% frowning, 40% happy and whatnot)

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In a nutshell, a shapekey can only have one purpose

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Shapekeys can be mixed together to form some mixes, though that can be fairly complex

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A simple example
50 on Blink - Eyes half closed
100 on Smile - Smiling
Smiling with eyes half closed

rustic ocean
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Probably gonna keep it simple for now, just up and down when speaking. I'm guessing there's no need to rush into advanced avatars until I can make some basic ones decently.

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But least now I know the terms, which helps search for tuts a lot šŸ˜„

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Btw, silly question. How would I go about deleting an avatar? On the home page, I can only see the option to make it public

buoyant holly
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you would do that in unity

rustic ocean
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Content Manager I assume, thank you.

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I keep missing obvious tabs when going over new UI

boreal belfry
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I don’t even know how to upload it to my VRChat this is my first time help please ;-;

gleaming shore
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Did the textures just load like that

calm spade
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@boreal belfry Plenty of tutorials out there

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you can ask for specific questions here, but the info is already plenty available

boreal belfry
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Alright I just realized that I don’t even have the trust rank in VRChat so I’ll do that first

patent mauve
amber hemlock
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Visemes will not simply be blend shapes in the upcoming SDK, they can be any animation file at all

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70000 tris: vrcPerfGood

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70001 tris: vrcPerfVeryPoor

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Who knew 1 tri was so laggy

patent mauve
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lmao

buoyant holly
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that's because if I remember correctly 70000 is the limit for how many vertices that it can keep in a single mesh so it starts splitting it up

heady smelt
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it was 65535
and it's no more the case since we moved to unity 2017+

buoyant holly
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okay good to know

amber hemlock
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The 70000 is arbitrary, you have to draw the line somewhere. It used to be 20000.

patent mauve
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I had to go down from 200k. wasnt easy. decimated or deleted few thing to get below 70k

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without breaking it

latent kettle
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My fbx file has about 1MB, when i upload it and check the editor log it shows that the mesh is 20MB.

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why would this happen

latent kettle
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Thank you so much @sick timber it works now

sweet mason
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So with the beta. This will give you an error and prevent you to upload

nova mirage
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where should I place my view in unity? ive seen stuff that says over the nose, or partially inside the head, or far away from the face. what is best for vr?

patent mauve
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do you use FBT?

heady smelt
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between the eyes

nova mirage
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no full body yet

patent mauve
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and yea between your eyes just like IRL

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yet?

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if you get FBT then you may wanna change. it depends on your height, avatar height and armature

nova mirage
heady smelt
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literally between the eyes

heady smelt
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you could see ingame, put your hands up to your mouth, and also against your headset, and find a spot that works for you (maybe you want your hands to clip into your face a little, maybe you don't.

lost stag
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if anyone is familiar with porting over blender models with nodes over to unity please dm me, ive been trying many things and some have worked but others dont when doing almost the exact same thing.

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ide ask for help here but frankly i feel like it would flood the channel with the issues im having, lol

radiant urchin
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You can't port blender materials made with nodes, only on that works is the principled bsdf

proper grail
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Yupyup, next best thing is baking a diffuse color (with direct and indirect lighting off) to textures with a diffuse bsdf and using those in a unity material

radiant urchin
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Standard shader also supports normal maps, emission maps and metal/smoothness maps

past crown
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whats the maximum amount of polys that I can have on my avatar?

solid smelt
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No limit, above 70k you are set to vrcPerfVeryPoor automatically

past crown
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And what is the maximum that quest users can see?

heady smelt
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5k ?

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or 10k ?

past crown
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I hope its 10k bc 5k sound impossible

solid smelt
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after 10k its vrcPerfVeryPoor and people need to manually show your avatar to see you

past crown
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oh so quest users still can see me even if its more than 10k?

solid smelt
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If you're grossly over 10k you should just not upload it for quest imo

past crown
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I'm on 10,495 šŸ˜‚

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And I dont want it to look ugly

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so I cant decimate no more

solid smelt
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Instead of decimation, you should look into dissolving edges or retopologization

past crown
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Already did everything that I can

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I went from 110k polys to 10k

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oh

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I did it

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I forgot my chain that has like 3k

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but thanks anyways

south whale
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Hiya, I'm trying to optimize my visemes, because right now my character is a single mesh and every viseme copies the whole entire mesh of the character. But, my character is already fully weighted and rigged... does anybody know how to chop my head off in Blender 2.8 without ruining my existing armature, weights, and visemes, or do I have to start over from scratch?

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There don't seem to be any tutorials about splitting off your head/face to make visemes that are only on it. Are people really out here duplicating their whole characters with CATS for every viseme??

south whale
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--It looks like Blender, for once, behaved sensibly, and cutting the model's face off KEPT the associated visemes without breaking them!

proper grail
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Are you just separating? Any vertice work like that requires all shape keys to be on 0 with the basis selected or else itll explode

south whale
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I always set it back to 0 with basis selected because at least one tutorial I watched said that chased off evil spirits, basically. So that's how I had it when I separated the face

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It seems to have worked fine and even kept the same relationship with my armature!

calm spade
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FYI no one is duplicating their meshes for visemes

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and very few people are separating the head mesh

lost stag
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@radiant urchin well im exporting from blender and importing into unity using gltf, and one part transfers fine but the other doesnt

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this is whats in blender, and when exporting everything via gltf

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only this comes over

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which has nodes on it so it worked transfering that way but no matter what it wont do the body

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im attempting it with this bc when i tried to use CATS and transfer it via that, all of my textures got fucked up which im guessing is because of the nodes

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it was a custom model made by a friend who works only in blender which im trying to port over to use in vrchat

calm spade
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Why do you export as gltf

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Unity doesn't even natively import them ?

lost stag
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using unigltf

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i was looking for any solution and that was one of the only i found

calm spade
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yeah, why

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Export as fbx

lost stag
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i do and it breaks my materials

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one second

rose wolf
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you need to put your materials on assets

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then you go to model at the top right , go to select , (check if you have humanoid selected on rig )

lost stag
rose wolf
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apply and it should be good

lost stag
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alright one second

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im by no means well rounded in unity btw so i apologize in advance for all of my confusion lol

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oh also

rose wolf
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naaa dw

lost stag
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again the reason why im jumping between so many things on this

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when combinging all the textures using CATS it only breaks my tv textures

rose wolf
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i just learned how to fix your problem just yesterday

lost stag
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or well, it was now its breaking everything. fuck lol

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yeah its really complicated for me because

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1, its two seperate models technically
2, the base body is taken from a fortnite skin and changed using nodes so whenever i try to combine all the materials in cats i end up with this

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so ive just been going with the 9 materials instead of combining

rose wolf
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omg

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that's a lot

lost stag
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well i cant find a way to combine without everything breaking

calm spade
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atlas manually

lost stag
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how would i go about doing that

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unless thats something i just need to read up on myself and is too much to explain

calm spade
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tons of youtube tutorials that explain all the steps, it's fairly easy

lost stag
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ah ok

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ty both for your help so far btw, like i said im really not well equipped with blender and almost all of my friends exclusivly use blender and dont know anything about unity so i greatly appreciate it

cold onyx
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Hi everyone!!!

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Has anyone taken an Avatar from Daz and uploaded into VRchat ?

hoary edge
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okay just toggle the avatar on and off

tacit thistle
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Not fixing it. :/

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I'm in the wrong channel lol--

amber hemlock
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I’ve been getting mixed messages... if a shape key exists, but is set to 0, does it cause additional lag?

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Example: Avatars with a ton of shape keys but nearly none are set to non-zero

upper yacht
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They don't cause lag. They only take up memory. afaik

amber hemlock
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Good to know. What about the reverse, a bunch of shape keys all set to 1 at all times

heady smelt
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It adds more processing time
And it breaks GPU skinning too

amber hemlock
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Thought it was something like that. So if I have a bunch of face expressions and props that disappear at 1.0, it’s worth flipping them so the avatar can have them all at 0 most of the time?

heady smelt
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you should always have your shapekeys set to 0 by default

amber hemlock
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Thanks

crystal rock
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hey can someone help me with lip synch for my avatar?

near ocean
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yo so like...
im trying to put a necklace onto my character in the latest version of blender and i was wondering how i weight paint the necklace

woeful stag
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@near ocean you need to assign it to your chest and neck

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go into edit mode, select the necklace and assign it to the chest and neck bone

near ocean
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oh im fine

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i found another wway to do it actually

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it's fine now

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im gonna redo it after i get all of my clothing on first

amber hemlock
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What is the best way to hide a single material? I am currently using standard cutout with a fully invisible texture

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Ideally I think it would be a shader with a culling option of ā€œboth sidesā€ so it renders nothing

upper yacht
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...To hide a single material? Deleting the faces of it and removing it from the mesh itself

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Even if you make it cull both sides it has to do a cull check on them

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So it's less performant than just deleting them

coarse valley
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is there any way i can copy a weight paint value? Kinda like selecting a color with a dropper tool, only with weight paints

amber hemlock
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Yes at the top there’s a eyedrop tool that will copy the weight that you pick

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...To hide a single material? Deleting the faces of it and removing it from the mesh itself
@upper yacht then I can’t show it later

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Using an animation

upper yacht
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AH, that's what you meant. I'm unsure if you can change materials during runtime through animations.

amber hemlock
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You can I do it all the time

upper yacht
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I haven't experimented with that so, cool. Good to know. Best way would be to have a shader that culls both front and back.

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Since if you use transparency it'll still be rendered and cull checked

amber hemlock
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I have a prop with a bunch of different materials for different colored textures and patterns, but I want to know the best way to hide it entirely right now I’m just swapping to a material that is standard cut out with an invisible texture but I don’t know if that’s ideal

upper yacht
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mm

amber hemlock
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It’s Skinned so I can’t scale it to zero or it becomes stringy wires

upper yacht
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You could also have a shader that never draws.

amber hemlock
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And I can’t split it or I end up with two skinned meshes

upper yacht
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Basically a null shader.

amber hemlock
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Is that easy to write

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I’m assuming a blank text file won’t work

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Create new shader just ends up with white

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I don’t know the first thing about shader code so I don’t know what parts to delete

upper yacht
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"Pure invisible shader" unity forum "cheapest invisible shader" search one of those two terms and you should find the unity forum for cheapest invisible shader.

amber hemlock
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Thanks!

marsh trail
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@amber hemlock i remember poyomi's having a setting on the shader that hid the mesh based on a supplied texture (black & white) i'm not sure if you can disable/enable it or if you need a material swap for it, but there's an alternative

neat loom
tawdry venture
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Your file probably got corrupted. Something is messing with how Unity is reading the amount of polygons the model has.

agile radish
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@neat loom change settings to read write enabled in model import settings - you should be good

neat loom
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gotcha ill try that

tired field
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I need help with an xps model. no matter what I do the file will NOT load into unity with textures.

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I've tried 8 different methods of fixing this as well as downloading Blender 2.8, 2.78, and 2.74

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im willing to have someone else take a crack it this.

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yes

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yeah I have everything mapped n shit

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Like the textures are there

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Everything is noded correctly

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but when I export it as fbx it's just gray.

bold hull
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Why not just assign them in unity?

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XPS models sometimes do have that issue with unity for whatever reason

tired field
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yeah uh

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idk how unity works

bold hull
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Plenty of Tutorials on youtube

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Or find someone who will sit down and teach you

neat loom
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@agile radish Thank you, you have solved all my problems.

tired field
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Everything is grayed out I cant edit materials and when I try to import the folder that has the textures it says BeginLayoutGroup must be called first

upper yacht
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You have to create a material to edit it.
How are you importing the folder?
Blender node system doesn't transfer.

tired field
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I'll continue this later I'm too tired for this right now.

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i appreciate your help guys.

elfin kindle
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Hi! Does anybody have a method of decimating an avatar while managing to transfer shape keys?

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im designing a quest version of an avatar

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usually i separate the face, but this model only really looks good if i decimate the whole thing

calm spade
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Retopo ?

elfin kindle
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Retopo?

calm spade
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Decimate the body, retopo the head

elfin kindle
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smart! I'll give it a try

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thanks!

elfin kindle
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no fucking clue how im gonna apply the UV though

heady smelt
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by crying a lot

amber hemlock
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what are you doing?

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oh I see

elfin kindle
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cool, i'll try both

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because ngl, it gets a great result, but it's super time consuming

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also, what's the keyboard shortcut for edge loops again?

amber hemlock
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when in edge selection mode, alt left click selects an entire loop. shift alt left click selects more loops without unselecting the previous

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x to open delete menu, "dissolve edges"

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edge loop flow only works on quads, since it doesn't know which way to branch on triangles

elfin kindle
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So i tried a new approach

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before i do anything

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if i have several different models

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all the exact same polygon count, just different shape keys

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like each shape key is a different mesh

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can i just like merge them all and apply each mesh as a shape key?

amber hemlock
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Yes the command is called join as shape

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But vert order must be identical

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If vert order does not match, you can make it match with Transfer Vertex Order, but that requires topology be the same. If topology isn’t the same, you need to make them match yourself.

elfin kindle
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hrm

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it says they need the same number of vertices

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but they do?

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They both have 852

amber hemlock
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Make sure triangle count also matches. Even if vert count matches but triangle count doesn’t you are just going to end up with a wad of polygon barf

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They should have the same vert count, vert order, and topology (edge connections)

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AKA as if they were all made from the same source model and verts moved around

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Sometimes, the source model was made of quads, and then they made a bunch of faces and triangulated them separately. If that’s the case some might have quads split differently and it’s a task to go in on a uV viewer and play spot the difference and rotate edges to make them all match

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Have fun~

elfin kindle
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wait wtf you're right 2 verts were lost

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fun

amber hemlock
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They might have also ran merge doubles separately

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Which would have fused some verts and modified the vert order and topology

elfin kindle
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wait hold up lemme try again

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huh

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so

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good news is they're the same now

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bad news is uh

amber hemlock
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Making them the same vert count is not enough

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Yeah

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That means their vert order has been scrambled

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There are free plugins to make one model have the same vert order as another as long as they have the same topology

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The plugin is just called copy the vertex order

elfin kindle
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alright, lemme try that out

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thank you!

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oh wait, i did it again

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we're good now!

amber hemlock
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Nice

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Check for errors though the vertex order can be mostly unscrambled lol

elfin kindle
calm spade
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Nice

amber hemlock
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Grats!

elfin kindle
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So, turns out i made a big whoopsie

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i didnt hit apply

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so that's actually the full LOD with real time decimation

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once i went in and decimated, even after using transfer vertex order

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starting to think there isnt a way to decimate and keep the same vertex order

buoyant holly
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you need to do yours decimating at The Source model before you duplicate everything

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but honestly for a head you'd probably be better off with dissolving Edge Loops

elfin kindle
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I mean, duplicating is impossible

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since like

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if i decimate first

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i lose the shape keys

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and deleting edge loops barely got rid of polygons

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trying to get it to around 800 from 2k

buoyant holly
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then you need to delete more Loops but first probably join them so that they're all blendshapes not separate meshes

elfin kindle
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They're all already blend shapes, i just separated them in hopes this would be the best solution

buoyant holly
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not really because then you would need to lower the poly count repeatedly

elfin kindle
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well i was hoping that if they were all already low poly i could just join them

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assuming that's impossible though

buoyant holly
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yes because the decimation tool would not give them identical vertex order

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you should be able to go from 2K to 800 triangles with dissolving Edge loops

elfin kindle
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is there an option to mirror select?

buoyant holly
elfin kindle
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hrm, i might do that

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in the meantime

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anybody know why this is happening?

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looks fine in blender

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got it, thanks!

fleet steppe
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Would it be better to use blend shapes or face bones for high poly visemes and expressions?

fleet steppe
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You forgot to parent the lower lip bones to the jaw

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So tell me what the inner/outer split is for

fleet steppe
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Anyway, the question was...Oh I see what I did wrong. I'm talking as if Avatar 3.0 is out of beta

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I was trying to ask if I should embrace bone animations for visemes and facial expressions instead of blend shapes in 3.0

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Of course face bones are awesome for making blend shapes, but are they so awesome that they're more performant than blend shapes?

heady smelt
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@elfin kindle there is, im pretty sure (re: decimate while keeping vertex order)

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i made a quick youtube video decimating in edit mode, and that never broke my shape keys, which is what you're going for, right?

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i can't get on youtube from this pc, but if you search nabutso decimate in edit mode or something it might show up

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only issue is its on 2.79 because its old

heady smelt
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no, also not the right channel
also read the #rules please

elfin kindle
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@heady smelt im using the decimate modifier, but I'll try that too. Edge loops ended up giving a good result, but I'll try anyway! Thanks!

odd shard
odd shard
amber hemlock
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31999? You can use 32000 and still be excellent

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32001 though, that’s just unreasonable

odd shard
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grug jeleous of that big brain you got

amber hemlock
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use the extra triangle to make an excellent badge on your shoulder

radiant urchin
fleet steppe
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You bunch of jokers

heady smelt
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Does anyone know a good Force value for long hair that gives a decent fall off

heady smelt
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it depends on your other settings like elasticity and stiffness, but i think i use something like -0.001 (or -0.0001?)

solid smelt
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It depends on the scaling of your avatar, best thing to do is do it in playmod to see the changes in real time, though nabutso's values are good starting points

heady smelt
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yeah dont forget you can see it in play mode (but changes made in play mode won't apply after you exit play mode - you can copy component in play mode then paste after exiting play to 'save' it though)

buoyant tartan
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Oh boy. is 74,000 too many.

calm spade
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slightly yes

languid brook
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is there a better way of finding a piece of model on the texture map when everything has the same color? cause i randomly put dots and just try to find it but it takes sooo much time lol..

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somewhere here are 2 fingernails and 2 toenails lol

calm spade
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select the mesh pieces in edit mode and they'll show up in the uv editing window

languid brook
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ohh okay so i need to do it in blender, problem is only that the textues are not imported strangely. my whole model is pink

radiant shadow
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its just confused where the texture is, use find missing files, or edit the material to show it where it is

languid brook
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okay gonna look into it, thank you both !!

languid brook
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nice it worked šŸ™‚

rustic birch
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hello i have a quick question how can i make the normal map look as same as the base texture

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example have the atlases be similar to each other in that way reduce my draw calls and stuff

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is this possible?

marsh trail
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You can manually atlas your normals to match your texture

rustic birch
#

which programs should i use for that?

marsh trail
#

Any image editor of your choice that supports transparency, and preferably layers to better place the images

rustic birch
#

so like .... GIMP?

#

thanks btw !

amber hemlock
#

If you saved your model right before using cats atlas, you can put all your normals on diffuse and atlas again and it will make the same exact atlas with your normal maps, lol

#

If you use a Uv packer though, disable island rotation. I see so many botched normalmaps in game due to normal map rotation.

waxen meteor
#

Please help me 😦

#

I cant seem to move my props away from my avatar....

proper grail
#

Im a bit of a lettuce and is hoping somebody has tried this before; Im trying to see the difference in 4 b/w masks vs a texture array vs a composed rbga image. Heres where the lettuce part comes in, editing poiyomis to grab an image channel vs "White". What exactly goes in the quotes?

mighty crypt
#

I've seen people in avatars that had a viewport plane that rendered a view like a mirror, TV avatar sort off

#

Anyone know how to make a plane render for others kind of like a mirror and how to optimize it?

solid smelt
#

For a mirror you need a render texture attached to a camera. Cameras are friends only IIRC

gaunt harbor
#

Best rough number of Polys? Like for a well detailed but still friendly if theres 10 in an instance

calm spade
#

@gaunt harbor Depends What you're making

gaunt harbor
#

A detailed humanoid

#

With multiple layers of clothing and cosmetic assets

calm spade
#

Welp, you'll be over the limit with all that so don't worry too much

scenic summit
#

Im drawing my first textures for my avatar and I try to optimize the space usage on this Jumpsuit what we made šŸ˜„ Still lots of work to do with this avatar and I have just learning how to use Blender so im still littlebit slow.. But I think it already looks decent

#

I Started with Uv unwrapping and I have learned a lot during this project ! But its so nice to draw textures when you know that they will look good on model šŸ˜„

fleet steppe
#

Is it better to use separate objects on top of a base for multiple outfits, or is it better to have a single, entirely separate model for each outfit?

heady smelt
#

can someone help me with my avatar my friend gave me i cant fix it at all

calm spade
#

@fleet steppe Absolutely single object

#

@scenic summit That looks super clean !

scenic summit
#

@calm spade Thank you! Its maybe finished today, im not sure, depends how much i like to sleep šŸ˜„

calm spade
#

Your avatar will be there tomorrow, get some well deserved sleep !

scenic summit
#

Just got my wrappings to be okey! I tried to put "more resolution" to some areas so final product would look better!

calm spade
#

4k or 2k ?

scenic summit
#

1024x1024 šŸ˜„

#

With this small resolution, I learned how much value I will give to certain model parts!
But for my first texture making from zero, this looks pretty good I have to say šŸ˜„

echo trout
#

Me. Sets my texture to 8k

#

Vrchat. Your texture is poorly optimised.

#

Me

buoyant holly
#

that's definitely a lot of vram considering you need like four textures for a PBR set

scenic summit
#

šŸ˜„ Haha ! Thats probably easier, But now I have learned how blender works and what is uv unwrapping šŸ˜„

calm spade
#

@scenic summit You can definitely afford 2k or 4k

#

For that extra bump in quality

#

I guess 2k since it's only one part of the model

scenic summit
#

@calm spade Okkey! I can still make higher resolution version from that base, gladly I organised my Photoshop file pretty well so its possible! šŸ˜„ I just took first numbers what where in my old texture file šŸ˜„

echo trout
#

What if I made my texture 16k

#

But it's all one big texture

calm spade
#

unity is max 8k

#

but that should never be used on an avatar either

buoyant holly
#

you should honestly be probably using detail Maps if you need the detail increase

heady smelt
#

Hi is there anybody here that can help me one-on-one with blender and 'frankensteining' assets together?

heady smelt
#

Howdy. I have a model all rigged but it was originally made in blender. I have no idea how to make models but I paid someone to make the model but not rig it. My friend rigged the vr version for.free but the textures and materials didn't come over from blender. I'm willing to pay someone to help me.
It's all rigged and working it's just the texture and materials are white

calm spade
#

Drop the textures in the materials

#

plenty of video tutorials that explain the process

heady smelt
#

I did try but I legit couldn't find it

#

I'm not home rn, but when I am, I'll give it another shot. When I come into trouble I'll ask again. I did try to follow a tuortial but I was so confused so fast... @-@

mystic cradle
#

when you export to fbx select this option so your materials and textures are exported with the model (that way you can extract them from it on unity), if its not selected, you will have a pink or white model and you will need the png of each text on a folder and add them manually to the materials

#

@heady smelt

agile pawn
#

hello, when i edit an fbx in blender, and port it to unity, is there a way to not have to restart the model i was working on in unity? can i somehow apply the changes i made in blender directly to an existing model i have?

calm spade
#

If you edit the bones no, otherwise you can open the fbx from your unity project in blender

foggy meteor
#

Alright I'm trying to make my first quest avatar, I have everything setup but when I upload my build to android, it says my avatar exceeds 10MB (47MB) even after I compressed all my textures to 512x512. Can anyone give me some ideas on what's making my avatar more than 10MB? Thanks!

calm spade
#

make sure you checked legacy blend shape option on your model

#

You should be able to use a 2048x2048 texture then

#

make sure to compress it correctly though

foggy meteor
#

Is the legacy blend shape option in blender or unity?

calm spade
#

in unity

#

click on the model in your asset, you have the model tab on the right

#

the option is near the bottom of the list

foggy meteor
#

@calm spade Big brain, thanks Ruubick!

jovial grail
#

the sdk warns you about this now and offers an auto fix

fading gulch
#

sweet, I got my avatar down to 8k tris. gonna try porting it for Quest later

echo trout
#

Me with 46899 polygons and

#

Poor dynamic bones

fading gulch
#

my original has 32k and tail/ponytail dynamic bones

#

but that one also has a good performance rating

amber hemlock
#

Yeah I have good rated avatars with dynamic bones. It lets you have a very good amount and still remain good, Just can’t add colliders or its instant medium, and quickly poor.

upper yacht
#

Well, ya. They're all done single-threaded. On the main CPU thread. They're really bad for performance. If somebody were to make a multi-threaded version or make a GPU-based one it'd work better. To a degree

jovial grail
#

dbones aren't great in general

#

a better solution is long overdue

heady smelt
#

and that's why im making my hair out of cloth tomorrow

#

i guess if you had enough bones and few enough verts depending on cloth's threading this actually would run better

#

depends on how you want them to collide, too

amber hemlock
#

a better solution is long overdue
@jovial grail they did it with Playmaker -> Udon. So they could. But the math and behavior behind dynamic bone is a little hard to duplicate without outright copying it. And if you change the physics even slightly people will probably foam at the mouth over it. Dynamic bones are like Gollum and the ring. Can’t even think about taking them away.

heady smelt
#

it doesnt have to be a replacement, but an addition like unity constraints were (don't replace final IK or rigidbodies, but do the same thing and more natively in a vrc-positive way)

amber hemlock
#

True. But my thinking was replacing the buttload of content that no one will update

#

But I guess it’s better to just let new stuff be better

jovial grail
#

I'm sure something will eventually come. vrm and spring bones probably being ideal

#

i don't think they will be replaced

#

but I've always said that if they offer a better option, like an optimized, free inhouse solution with global collider support

#

and people will switch because everyone wants global colliders

solid smelt
#

I'm assuming all 3rd party software will be replaced and we will get a grace period like we did with SDK2 and SDK3

jovial grail
#

who won't switch will just be left behind with an inferior product

solid smelt
#

You can still use world triggers but you shouldnt, will probably be the same

jovial grail
#

yeah

#

the team's looking a lot more professional now

solid smelt
#

I do hope they actually replace, instead of just giving tools to replace.

#

While I'll enjoy tools, it's better for the devs to give an official dynamic bones instead of leaving it open as then we might not get the most popular as the most optimized

jovial grail
#

Well, replace down the line

solid smelt
#

I just know one day I'm probably going to have to make my own Final IK and I really dont want to

heady smelt
#

with 3.0 coming but no new 'dynamic bone-like' feature packaged into it, i don't think we'll see something anytime soon

solid smelt
#

Yeah I'm assuming far future tbh

heady smelt
#

maybe something in the meantime could be some sort of guidelines for improving dynamic bone performance through settings (like running them at 45 90/2) or 48 (144/2) or even 36 update rate instead of 60, literally just a huge chunk of performance saved right there), though it's unlikely anyone will particularly follow it

#

all these values, if integer divisible, look nice still.

solid smelt
#

I feel guidelines are already there as its basic optimization. A downside to changing the update rate is that it has no effect on your performance rank. Which people care about a little too much

#

They said they want to edit the performance system for AV3. They also stated in the past that the system is unfinished and will be tuned over time

heady smelt
#

yeah dynamic bones may better be represented by total number of transform updates per second than number of components or bones

#

same for cloth maybe even, though cloth's solver frequency isnt the same as dynamic bone's update rate

solid smelt
#

Honestly I dont even try to get cloth to vrcPerfMedium as 200 is so low

heady smelt
#

i lucked out and the only cloth mesh i currently use came as only 199 polys

jovial grail
#

there have been community edited dbones

#

but they were mostly ignored i think

heady smelt
#

i dont blame the vrc devs for that tho

solid smelt
#

What if I made my own dynamic bones with Final IK

jovial grail
#

Well, it's understandable

heady smelt
#

they dont wanna be redistributing or whitelisting a package that was edited and not sold by the original author

#

we are supposed to have paid $20 to use dynamic bones

jovial grail
#

they don't have to

#

the game has it's own dbones

#

you're mot uploading a copy for the game to use with every avatar

heady smelt
#

yeah but whitelisting an edited one is asking for trouble if people know to use some edited one and not buy the original

jovial grail
#

so they can change it all they want client side and no problems except maybe it doesn't look exacly the same

#

you don't have to use an edited one

#

the game has to

heady smelt
#

yeah when i say use i mean "use" in the sense that people will want to use "the same one" (an edited one) for testing etc, so it looks the same in unity as ingame

jovial grail
#

you can create a dummy dbone script and upload that, as long as the variable names are the same it'll work

#

the game just takes settings and uses it's own version of the script

solid smelt
#

Thats why dynamic bones have friction, but VRC doesnt

heady smelt
#

i thought vrc dynamic bones support friction now

jovial grail
#

but the current situation where you have to buy a scuffed third party asset is kind of embarassing tbh

heady smelt
#

it really is

jovial grail
#

especially cobsidering how notorious it is for performance

heady smelt
#

so i again reiterate how i will be using cloth for my hair starting tomorrow

#

(im joking pls)

jovial grail
#

at least that chinese guy who made it probably made a few thousand $ off vrchat alone

solid smelt
#

He's the real winner here

heady smelt
#

few thousand is the real killer

#

because there are more than that many avatar creators

solid smelt
#

What do you think the percentage of players who make their own avatars is?

jovial grail
#

I doubt that many people bought it, it's redistributed everywhere

heady smelt
#

yeah that's what i mean

jovial grail
#

and you're not exactly abiding by some tos when you're not a company making a game

#

and most people don't care about exact settings because most public avatars have really bad dbones

amber hemlock
#

Technically only VRChat needs to own dynamic bone. They don’t use the scripts you send them. They delete it and put in their own copy. Your dynamic bone script code could just say ā€œlolā€ and it would still work in game

#

Which is exactly how I distribute dynamic bone for others. Uploads fine but they can’t preview it in editor

jovial grail
#

Yes, you just need the settings, but I think those are serialized and stored on the component even with a missing script

#

so you technically don't even need to have settings as variables in the script

#

i currently have a pretty scuffed way of fixing broken dbone scripts, and they do save all their settings

#

but the way unity works under the hood it just serialized everything into strings anyway

vale wave
#

Anyone know why my texture baking is turning up black?
Almost done optimizing my character, but if I bake on diffuse or normal it only shows up black. Baking on Combined worked fine, but washed out parts of the texture

proper grail
#

Is there an AO node anywhere in the material with a second mesh duplicated/overlapped/surrounding but the eye turned off for it?

vale wave
#

I don't think so, my model is all one mesh

proper grail
#

Hmm, diffuse color bake works best with the diffuse bsdf shader, itll give an accurate material preview of what itll bake

vale wave
#

Think I found it, looks like it pulled the wrong texture when combining the mesh. For some reason was showing the correct texture in the main view though

proper grail
#

ah, blender doin the show the loaded in memory image rather than the edited one thing again

echo trout
#

Idk how I'm going to optmize my avatar

fading gulch
#

Quest compatible avatar, here we come

echo trout
#

Me with my quest killing avatar

fading gulch
#

I can get "good" with 32k polys, 3 shaders and dynamic bones for ponytail and tail with a total of 9 sections

amber hemlock
#

All my quest avatars are excellent rated on everything except raw polygons. They skirt by just under 7500 for medium overall rank

echo trout
#

Haha

#

My friend who's on the quest is having difficulty seeing my avatar

fading gulch
#

more like will never be able to see your avatar

amber hemlock
#

Understandable. Quest is pretty laggy and stuttery even if everyone is excellent rated. The polygon limits are actually more lax than they should be

fading gulch
#

your avatar is basically drawcall pollution

amber hemlock
#

To be fair that’s the Pc version of his specs, if he even had a quest version to see at all, that’s not his stats for it since it’s in Pc mode

fading gulch
#

yeah nah but five skinned mesh renderers is p. bad even for PC

#

and that dynamic bone count is entirely unnecessary

amber hemlock
#

The upload button would be blocked on quest build

echo trout
#

Bones

#

Stonk

#

Bones

foggy meteor
#

Alright, Finally gave my avatar an atlas, The atlas came out good but when ever i'm a little far from my avatar these weird white lines apear on my avatar

#

I'm guessing theres an issue with my UV but I have no idea how to fix it.

proper grail
#

Mipmaps will fill your uv with the empty space, which is usually black unless the texture is taken into gimp or something and the transparent background replaced with the main color in a new layer. Than copy the atlas layer and median blur it with an alpha percentile of 100. Reorder the layers so the atlas is on top, the blurred one is under that, and the background is under that, and boom no more off colored lines. Goal is to fill the texture with relevant data

foggy meteor
#

Ah ok, im going to try that out

hidden agate
#

Hi

main thistle
#

CATS atlassing is such a godsend, but all the empty space really irks me

#

Is there any good way to get rid of all the excess space?

#

Does it really NEED to generate an 8k atlas?

#

Especially when it all comfortably fits in the 4k space?

#

This one atlas I generated is 32768x16384 and mostly empty space. Absolutely uncalled for

#

:[

buoyant holly
#

definitely but that would require you to know how to move UVs so you could manually crop the image

main thistle
#

I just did that

#

Kind of a hassle since blender distorts the UV's if the aspect ratio changes

buoyant holly
#

scale the axis that got smaller by 0.5

main thistle
#

Yeah that's basically what I wound up doing

#

Other way though

#

Multiply

#

So like scale by 2 since the aspect ratio would be halved

#

Still, pain in the butt

#

And manual packing beyond that just gets more and more tricky since it can become increasingly difficult if you move around islands AND change the aspect ratio by some percentage you don't know

buoyant holly
#

well you wouldn't want the texture not to be a power of 2 as the engine will either scale it up or down to the nearest power of 2 so the atlas needs to be a square or a rectangle

heady smelt
#

if you use padding it will almost always be too large

#

4 1k tetures will not atlas into 1 2k tex, but into a 4k

amber hemlock
#

If an avatar can change materials, are the textures for all the materials not currently shown in memory at all times, or do they get loaded when the animation plays?

onyx harness
#

I'd imagine they're in the memory. When the avatar is loading it downloads and stores everything whether it's enabled or not.

amber hemlock
#

So having a ton of options my texture atlas can swap to just explodes the memory usage

upper yacht
#

Everything is stored at the same time.

onyx harness
#

"options my texture atlas can swap to", are you changing the material entirely or are you animating the offset of the texture in the material to give the appearance that it's changing textures?

amber hemlock
#

Entirely different atlas with alternate colors and stuff

#

It’s for avatar 3.0 options

#

Sort of like reskins

onyx harness
#

then yes, both of them are downloaded and stored in memory even if they're not visible

amber hemlock
#

Avatar still only had 1 mateiral, I’m just swapping it out

#

Oof

onyx harness
#

cool idea though

amber hemlock
#

Might be better to make a separate material with smaller image to swap then to use less texture memory

solid smelt
#

It's usually good practice to stay below 4k total imo, except for pbr

amber hemlock
#

Avatar is ā€œgoodā€ rated but I’m sure I use way too much texture memory

#

Since it’s not accounted for

solid smelt
#

Well the rating system doesnt see textures yeah so no basis

amber hemlock
#

Wish it did I never know what’s laggy and what’s not

onyx harness
#

you'd have to check the avatar size over the performance rating

amber hemlock
#

I just recently learned that crunch compression does not reduce texture memory

solid smelt
#

Well yeah gotta uncompress it to read it IIRC

tawdry venture
#

Unity allows you to compress the textures to a lower resolution right from the UI if they are using too much VRAM.

upper yacht
#

Compression does make it worse though 😦

solid smelt
#

Compressing textures like that just leads to them being blurry half the time

onyx harness
#

texture size effects the time it takes to download, material/shader complexity will effect the fps

upper yacht
#

TBH

amber hemlock
#

I had been crunching all my textures to no real benefit just making them ugly

solid smelt
#

You should only crunch if it has no visual impact imo

upper yacht
#

It won't affect performance much

#

But, it'll drive VRAM dry

tawdry venture
#

From what I've experienced, textures never directly impact my fps unless they cause me to run out of VRAM, which then makes them cause stuttering or crashes.

upper yacht
#

What subsonic says in this case.

amber hemlock
#

So crunch compression doesn’t reduce texture memory but what about regular compression?

tawdry venture
#

It's usually not a big problem for most people tho as the majority of modern GPU's have 4GB or more of VRAM.

upper yacht
#

Regular compression works by downscaling and then upscaling again.

amber hemlock
#

So it still uses the same VRAM?

tawdry venture
#

Compression is supposed to make it use less VRAM.

upper yacht
#

It uses less VRAM

tawdry venture
#

At the cost of making them look worse obviously.

solid smelt
#

Well you should be using lossless compression

amber hemlock
#

Ok so regular compression reduces texture memory usage after loaded, crunch compression only helps load times but uses same memory once loaded. Am I understanding that correctly

#

I do not see an option for lossless compression

#

I just set to medium quality

#

And it gets a little fuzzy

solid smelt
#

The amount of loss is dependent on the type of compression. Kinda like how jpeg is lossy compared to png

amber hemlock
#

Where is lossless?

solid smelt
#

So crunch compression is lossy, which is why it probably reduces the size so much

upper yacht
#

TBH, crunch compression is fine unless you got many different colors. It has the loss of similar colors. Getting the sort of washed out look on high-detail textures.

solid smelt
#

Yeah thats why I said earlier I only use it when it doesnt have a visual effect, just watch your model while its changing

upper yacht
#

Ya

compact dragon
#

Hey im having some size issues with my model upload, I was able to upload this exact same model (that had more to it yesterday actually) just fine and with out issue, but now its saying that its over the 10mb limit, and it actually has less to the model than it did yesterday (everything has also been optimized in the inspector window import settings)

sweet mason
#

Legacy blendeshape on

radiant shadow
#

legacy blend shape normals on also does it

zenith plaza
#

Enabling legacy blend shape normals should force that setting to Import though?

radiant shadow
#

mines still off, if i tick shape normals it goes away

#

not sure why its there, seems to the same thing

zenith plaza
#

The legacy blend shape normals tick?

radiant urchin
#

I was recently wondering how avatar optimisation could be incentivised in a more meaningful way than just displaying the avatar's performance rating

#

wouldn't locking avatar cloning on the less optimised models be an option?

hoary edge
#

Id prefer that very poor is automatically hidden like nuisance tbh

radiant urchin
#

That way you can stay with a badly optimised avatar if you want, but it doesn't spread into too many instances

#

Id prefer that very poor is automatically hidden like nuisance tbh
yeah but I'm not sure it would really incentivise optimisation that much...

hoary edge
#

Id think so

#

Model creators would like their models to be seen right?

radiant urchin
#

hmm yeah but you'd need a warning that your avatar is hidden, cause otherwise some people probably wouldn't even notice that they're not visible

#

though maybe a combination of the two?

hoary edge
#

Maybe a one time warning and a symbol on the avatar thumbnail

#

like the pc and quest one

solid smelt
#

Can't really punish for very poor when the system isn't very polished imo. It can't tell the difference between actually poor performance and just a lot of stuff

radiant urchin
#

what do you mean 'when the system isn't very polished'?

solid smelt
#

One catagory sets the entire level, it counts hidden things to reach a "worst case scenario" that may or may not be possible

#

A better system would be like points, for example you could go over on one catagory if the others are low

#

A medium rated avatar can be much more poorly performing than a very poor avatar with the current system

hoary edge
#

Making my kon quest compatible!

#

6.5k tris

radiant urchin
#

noice

hoary edge
#

Tried reducing bones as much as I can

#

I dont know how much of the tail is used for anims so I might be able to remove more

radiant urchin
#

if you're using the default humanoid it's not really needed afaik

hoary edge
#

One of the facials moves the tail

radiant urchin
#

unless you're doing some dynamic bones

#

oh ok

hoary edge
#

I hope its just tailbone 1 or 2

#

The tail movement is... a shapekey

#

now thats efficient

#

I dont think more is even cuttable

jovial grail
#

Assuming shape keys are more efficient than bones

#

Who knows how unity handles it

heady smelt
#

fairly well normally
but don't upload an avatar with an active shapekey

jovial grail
#

That's how I always do default facial expressions šŸ˜”

heady smelt
#

🤢

jovial grail
#

Didn't they fix the issuess with that in unity 2018

heady smelt
#

didn't find any notes on that

jovial grail
#

Last I remember it was a unity 2017 bug that caused active blendshapes to lag

heady smelt
#

It adds more processing time
And it breaks GPU skinning

amber hemlock
#

Quest can handle up to 75 bones or so just fine. Tail should be ok

hoary edge
#

No need fot it

#

what am I gonna use that for

jovial grail
amber hemlock
#

Isn’t that a side effect of using legacy blendshape normals instead of importing them?

#

Like we need it to keep the file size down but then it’s going to always calculate them

jovial grail
#

Well that issue is supposedly fixed

#

And not using legacy fucks the shading

amber hemlock
#

Legacy issue isn’t fixed, SDK just forces you to check it in order to upload

#

Which solved people asking about it but the issue is a unity issue

jovial grail
#

The issue in the canny i mean

amber hemlock
#

Unless I’m mistaken no, that is still an issue. Active blend shapes are bad. That’s why flipping ones you always use in blender so they can all be at 0 most of the time is advised

#

It’s possible that it has been fixed and everyone just still assumes it hasn’t

#

But if having an entire second skinned mesh to render just to isolate your blend shapes improves performance it’s definitely an issue because skinned mesh renders themselves are already pretty expensive

#

& that adds a material to boot

jovial grail
#

Hmm

#

Might need to profile and see what's going on

amber hemlock
#

So yeah if blend shapes are laggy it requires doing something that the rating system HATES just to fix it. I’m talking Excellent to Medium just to be ā€œmore optimizedā€

hoary edge
#

What would the point be to make a shapekey active by default

#

couldnt you just do that with animations?

jovial grail
#

Default facial expression

#

Also with the moods thing in 3.0 you're basically gonna have shape keys active all the time anyway

#

Since all the faces will stick

#

Default face generally makes models look the same

amber hemlock
#

Doing it with an animation still means it's active by default

#

active just means currently set to something other than 0 - wether active by animation or just the way it was uploaded

#

and yes for faces that's why people are isolating the face mesh to avoid having the shape key on the entire avatar

#

rating system doesn't like it but apparently it's less laggy?

sweet mason
#

I saw that practice on mobile game as well with model around 7k tris. the face is separated. Even per material as well

visual wraith
#

im sure this question has been asked before but whats the best way to combine skinned meshes? I'm at 22 and as you would know ideally need 16

#

i know what to combine (hands, arms and chest all use the same material) just not how

#

im gonna privately upload it real quick to see if the rigging worked well and optimise later

radiant urchin
#

I think you can just Ctrl+J all the separate meshes, but I'm not 100% sur so you might want to backup before doing that x)

visual wraith
#

ill sure try it

#

sorry, that isn't doing anything. is this for unity?

radiant urchin
#

no in blender

#

you can't combine meshes in unity

visual wraith
#

dang

#

nevermind, its not that unoptimized

#

its fine

radiant urchin
#

still good practice to optimise your models

visual wraith
#

Yeah, I went straight from rigging to Unity, rookie mistake

calm spade
#

16 skinned meshes is very unoptimized

visual wraith
#

its what it recommends

calm spade
#

Yeah but it's for the lowest level of optimization, its still terrible

heady smelt
#

?

calm spade
#

and unless it's objects for gestures, they should all be joined into 1

analog grotto
#

how many bones for a green avi?

heady smelt
analog grotto
#

thank you been tryna find that doc

vale wave
#

After a week of frustration, I finally got my first character fixed and optimized how I want it without losing my details.
It became a whole lot easier once I figured out what I was actually doing haha šŸ˜…

#

Went from a custom shader and using multiple textures (those textures gave me a ton of issues when trying to figure it out), to legacy vertex, so my character doesn't potato for half of everyone

mossy echo
#

I have looked high and low about this question, and can't find any video on it, so I'm sorry if it has been asked over and over again, or really obvious.
How do I make sure my Audio Source is not global? I have tried turning down the range to right in front of me, but can be heard from anywhere in the map.
I don't want to piss people off with my avatars.

calm spade
#

Do you have the spatial component on ?

#

Since i assume you set the slider to 3D

mossy echo
#

The "Spatial Blend" ?

calm spade
#

audio spatialization

#

and yes the spatial blend slider

mossy echo
#

the blend slider thingy is set to 2d on the Audio Source.
Am I supposed to add a component to it?

calm spade
#

Well, setting it 3D is the first step

#

2D audio is flat audio over infinite range, like background audio

#

3D is positional

mossy echo
#

Ah, I see. alright.

#

so just crank it up to full 3d?

heady smelt
#

yes

mossy echo
#

and that's it? or is there something else? just want to make sure.

#

Do i have to change the min/max distance? the rolloff? anything like that?
I also notice there is a component called "VRC_Spatial Audio Source", is that something I need to add to it?

calm spade
#

you should change everything yes

placid cairn
#

im not sure where else to ask this but im having a lot of trouble with baking an atlas for my avatar so id be very grateful if someone could help

#

i definitelly messed something up

sweet mason
neon wyvern
#

Is there a way to boost the audio on those spring ball things ?

#

I want to have it a bit louder >.<

sand lynx
#

Wow, that's pretty cool!

calm spade
#

What is it like with polygons ?

sand lynx
#

0 I suppose lmao

calm spade
#

Well that's still perfect !

median raven
#

Why does it only show utilities under the SDK?

#

I need help

languid quartz
#

Ensure you're using Unity 2018.4.20f1 and the latest version of SDK2 (for avatars)
If so need to see the console with only errors showing.

median raven
#

I'm new to all of this, what is the console? @languid quartz

languid quartz
#

About halfway down your screen (a bit more then that) there should be a "Project" tab and a "Console" tab
Alternatively you can press Ctrl + Shift + C in Unity and it should bring up the console.

median raven
#

So what are these errors

languid quartz
#

May need to reinstall Unity

median raven
#

Man

languid quartz
#

Also you're using Windows 10 there shouldn't be a need to snap pictures of your monitor using a phone or a camera.

median raven
#

I'm using discord on my phone

#

I dont have it installed on my laptop

languid quartz
#

hmm

empty lance
#

you can use discord in your browser...

karmic condor
#

please use snipping tool. It comes with every copy of windows.

modest tiger
#

So, I'm trying to optimize my avatar, and the only thing left besides the animations is to combine skinned meshes, and I'm wondering how to do that.

lone tiger
#

You need go back to Blender for that.

modest tiger
#

Ahh, feck.

amber hemlock
#

@median raven Also I wish to bestow on you the knowledge of Window key + Shift + S, for copying part of your screen to clipboard instead of using a camera

woeful stag
#

do shaders affect an avatars performance rating?

#

i want to use poiyomi toon outline

jovial grail
#

they don't

upper yacht
#

They do however affect avatar performance.

#

Performance rating isn't fully accurate to what and what doesn't affect performance.

fresh shard
#

Anyone know how to fix this, its probably something simple but i have no clue qwq

languid quartz
#

@fresh shard There's something wrong with your dynamic bones, delete them and reimport them from the asset store.

fresh shard
#

Ok il ltry that ty

fresh shard
#

so it fixed my dynamic bone issue but now this is the only error stopping me from uploading and i dont really understand it

languid quartz
#

There's another error

#

That one is irrelevant it just tells you there's a compiler error breaking things

#

@fresh shard

fresh shard
languid quartz
#

May need to delete and reimport both poiyomi toon shader and VRCSDK

fresh shard
#

ok so it went from 9 to 6 now after i reimported the sdk. but when i try to reimport the poiyomi toon it says all assests from this package are already in my package

languid quartz
#

Did you delete poiyomi toon shader?

fresh shard
#

delete as in delete the one with the unity cube next to it?

languid quartz
#

No, delete it from your assets folder

#

and then import it again

fresh shard
#

ohh ok sorry im semi new to unity

zenith plaza
#

The CVS error is usually harmless

fresh shard
#

Ok did that now down to 4 errors >w<

languid quartz
#

What's left?

#

@zenith plaza also, good to know

fresh shard
languid quartz
#

Seems like you should be fine now

zenith plaza
#

Clear should remove all of those

fresh shard
#

ahh yeap, finally can upload now thank you so much <3

teal prairie
#

Does anyone have experience with making a vroid model a lot more optimized?

#

Especially the materials

#

I think I know how to fix the other myself probably, though help with that is welcome too

calm spade
#

Get blender, get the cats addon, fix materials button, and material combiner for the rest @teal prairie

teal prairie
#

Alright, cool

#

I'll look into that thanks

cunning girder
#

Blender CATs also includes texture atlasing

mental pivot
#

My avatar mouth doesn't move when i speak after the new vrchat update but it got move when other people see on my avatar, does anyone know how to fix it? 😭

fluid bone
#

One question, my textures are 2048x2048, but when I create an atlas and take it to Unity, it looks like it's lowering the resolution of said atlas textures? They look good in Blender but in the game they look a bit blurry and low quality :(

sweet mason
#

Change the image format in import

languid quartz
#

If you atlas textures that are 2048x2048 to combine, the resolution required for it to be sharp increases, you may have to change the resolution of the texture in Unity to 4096.

upper yacht
#

Turn off bilinear and it'll stop smudging that way.

fluid bone
#

How do I change the image format? And I'll do the resolution change in Unity

sweet mason
#

Click on your image and check the inspector tab

rustic birch
#

hello quick question where do i put a spec and lightmap in unity

fluid bone
#

@sweet mason in Blender or Unity? Sorry

rustic birch
#

UNITY

#

sorry unity

#

oh wrong person sorry for that too

rustic birch
#

My avatar mouth doesn't move when i speak after the new vrchat update but it got move when other people see on my avatar, does anyone know how to fix it? 😭
@mental pivot so you yourself cant see your mouth move but others are able too?

cunning marten
#

If I’m tryna get an avatar from blender to unity, the materials don’t import. I was thinking to use the unity rp and just make the shaders, but I’m unsure if the vrcSDK 2.0 supports it. @ me with responses btw

upper yacht
#

You can't use shadergraph. You can use Shaderforge or Amplify as a relative solution to it. @cunning marten as for blender -> unity. Shaders in Blender use a whole different rendering technique. They're not compatible.

cunning marten
#

Well I started with VRoid, if that means anything

upper yacht
#

If you want the toony look, I'd say you could just use Poiyomi Toon Shaders

cunning marten
#

Idk, I’m tryna make it more custom

#

Is Shaderforge a plug-in for unity or something?

upper yacht
#

Unity doesn't really have "plug-in"s persay, they have assets. But, essentially. It's a free node-based shader asset. There's a special github fork you'll have to get it through to use it on VRC's unity version.

cunning marten
#

Oop nvm it’s expensive

upper yacht
#

Shaderforge is free.

#

Amplify, is not.

cunning marten
#

?

#

Brb

upper yacht
#

https://github.com/pyroakm/ShaderForge

This should work for VRC's version of unity. Shaderforge is entirely free, as said before. You may donate if you wish, but, it's free.

AMPLIFY, on the other hand, is not. It's of course a bit better in technical terms. But, it's not something people who don't have the money and don't want to learn how to code should worry too much about. As long as they think about what they're doing.

exotic dome
#

Does anyone know exactly what contributes to avatar file size, and how to reduce it? For whatever reason, my avatar seems to be >100mb no matter what I try.

#

Some of the things I've done to try and reduce filesize are:

-Delete all unnecessary folders/textures/.fbx/etc that I can find
-Disable the other avatars in the scene```
calm spade
#

@exotic dome Did you enable legacy blendshapes ?

exotic dome
#

I don't know what that is, so I can only assume I have not.

cunning marten
#

hey uh not to interrupt but ive had a problem for the whole day and i just now thought about asking somebody

calm spade
#

there's a red warning in the sdk for it

cunning marten
calm spade
#

Use another shader ?

cunning marten
#

tried

calm spade
#

in transparent ?

#

or cutout

cunning marten
#

transparent i think

calm spade
#

what does it look like with transparent

cunning marten
calm spade
#

yeah that's cutout

cunning marten
#

ok

calm spade
#

standard shader does it too

#

but since it's anime, a toon shader would be better

cunning marten
#

:/

exotic dome
#

there's a red warning in the sdk for it
@calm spade
I don't see any warnings in the builder window (below), apart from the avatar being short. Unless I'm looking in the wrong place.

calm spade
#

Is that a recent sdk ?

exotic dome
#

Probably not. It's what I've been using since I started doing avatars a few months ago.

calm spade
#

that would be the issue then

#

Use the latest SDK and you can autofix the issue

#

as a one button click

exotic dome
#

Cheers. I'll reimport a newer sdk and get back with what happens.

#

I assume I should delete the old SDK first?

calm spade
#
exotic dome
#

Thanks.

#

Updated to the latest version of SDK 2, and am now getting the error and auto-fix in the SDK window. Will update on the filesize, but everything seems to be just peachy.

calm spade
exotic dome
#

Looks like the problem is solved! I've made sure to spread the word on some of the servers I'm in. Thanks, @calm spade ! ā™„ļø

silk blaze
#

does anyone know what the plus symbol mean im trying to add an audio source to my open hands gesture

languid quartz
#

@silk blaze Prefab override. Also you **seem **to be using the wrong unity version for VRChat. Ensure you're using Unity 2018.4.20f1

silk blaze
#

Oh

#

Thank u for telling me

gentle vault
#

dumb question, but I'm looking at a model that appears to have a bunch of wasted texture space and I want to optimize by trimming the excess

#

the textures look like this, and the uvmaps are only using the color space on the left

#

there is no second uvmap utilizing the normal map space on the right, and I have no idea what the center piece is for but there's no uvmap pointing at it either

#

it'd be safe to crop out the center and right side, and correct the uv coordinate space so it still hits the proper colors, right?

#

nevermind, I think I might have just answered my own question, material combiner doesn't even bother addressing normals in this example, so there must not be any

cobalt current
#

so I have a bunch of body textures in separate materials, but when I make an atlas with CATS, I start seeing texture problems at the uv seams.. so I guess the uvs are moving slightly with respect to the textures.. so how to avoid this? or what am I doing wrong?

sweet mason
#

Increase the bleed

cobalt current
#

so padding?

#

or what do you mean

ornate ivy
#

Hello so i have tried uploading an avatar several times but it will not show up ingame in my avatar list, i have the newest sdk and the right unity version theres must be something wrong with the avatar or my unity project causing it to not uploaded properly help plz!

calm spade
#

Which unity version ?

ornate ivy
#

2018.4.20f1

calm spade
#

In that case you probably have errors in your unity console

ornate ivy
#

It seems like it, the vrchat sdk is bugging out too ill probably have to redo everything

#

It tells me when i try to enter play mode that all compiler errors must be fixed, i dont know what that means lol

buoyant forum
#

Where can I find my avatars I uploaded? Do they take a while to get put into vr?

calm spade
#

Check if they appear in the content manager tab in the sdk first

#

if they do then they'll also be in the vrchat client, if not, then it didn't upload

buoyant forum
#

yeah its in there but when i go into vrchat I cant find my avatar

calm spade
#

Are you logged in on the correct account ?

#

And did you upload it on the correct account ?

buoyant forum
#

yes I did, I even tried logging in and back out

#

where would my avatar be once it uploaded?

calm spade
#

in your avatar row

buoyant forum
#

is it because I have my avatar set to private?

calm spade
#

no

buoyant forum
#

I'm not sure if I did anything wrong but it's under the 'my avatars' tab on the site, and on sdk its under my creations. is it maybe caused from my account being linked?

twilit viper
#

Question, but does having any amount of mesh particles instantly set the avatar to very poor? Even limiting the max particles to 1 on each emitter throws this message at me

languid quartz
#

That performance warning is likely being thrown because the mesh you're using for the particles has mesh read / write disabled

twilit viper
#

Ahh, I see. Guess I'll look around for the option then

#

Thanks ^^

#

Looks like that did the trick. Thanks again for the help!

heady smelt
#

Please someone help my feet are stuck in the ground

fresh pilot
#

@heady smelt where are they stuck

heady smelt
#

in da floor

fresh pilot
#

Like in blender or vrchat or unity

#

Does anyone know how to Atlas textures :(

#

I tried manually but it turned out really bad

torpid obsidian
#

Hey does anyone know how to bring textures from blender to Unity? I added some clothes to my model in blender brought it to Unity but the materials nor the textures followed. It was all grey

upper yacht
#

You make materials in Unity, set the shader, then chuck in the texture to that.

fresh pilot
#

Everytime I create a texture Atlas my UV maps disappear, does anyone know why?

torpid obsidian
#

Thanks @upper yacht Will look at it when I can

safe swift
#

you generally don't want more than 1 uvmap

buoyant holly
#

yeah that's more helpful for environment art to use multiple UV unwraps

errant crescent
#

hello everybody! so i've seen an avatar with a chair, that shrinks the person whos sitting in the chair, with a custom sitting animation. i've read that you can change the size with an custom sitting animation, but i havent found on how to make that. can somebody please help me? PS: would be awesome if it would also be possible with an sitting animation i have already downloaded, which i wanna force upon the person using the chair.

humble rain
#

Does anyone know how to Atlas textures :(
@fresh pilot
Do it in blender. Get the CATS tool, combine materials. Be cautious of the final texture size. additionally if one of your materials in blender is principled bdsf, change it to a diffuse bdsf otherwise material combiner will freak out

granite bough
#

i'm having trouble with atlas textures as well and im not really sure how to fix it. Basically every time i try and create the texture this error message pops up

granite bough
#

so could someone pls help

heady smelt
#

that's an issue with cats/material combiner, better luck to ask in their discord for that problem

granite bough
#

ok

sacred cloak
#

Does CATs Atlasing downscale texture resolution? When i import my avatar into unity the textures are horribly pixelated when in blender it looks fine. how do you fix this?

amber hemlock
#

Does CATs Atlasing downscale texture resolution? When i import my avatar into unity the textures are horribly pixelated when in blender it looks fine. how do you fix this?
@sacred cloak it can, yes. Every texture has a setting for new resolution. Check them before atlasing

calm spade
#

default is 2048

amber hemlock
#

Also once the texture is in unity inspect it and make sure that import resolution is not set lower

sacred cloak
#

i have already combined all materials, do i have to redo the model?

calm spade
#

might need to bump it up

#

to 4096

#

You have to reimport that model in unity

#

its UVs are different

sacred cloak
#

not many settings to tweak

amber hemlock
#

Cats auto atlas should generate the new UV’s for you the same time it generates the atlas

sacred cloak
#

ok so reimport to unity is what im hearing?

amber hemlock
#

Meaning the model and the atlas go together you can’t just atlas it and yoink the texture and put it on the old model

calm spade
#

yes

sacred cloak
#

my unity takes forever to import now lol one sec

amber hemlock
#

Export FBX don’t import your blend file it works but is crazy slow to import

#

Keep blend files out of unity project directories

sacred cloak
#

ahhh that explains that

#

just change it to 4096?

amber hemlock
#

You are inspecting the material you want to inspect the image file itself

sacred cloak
amber hemlock
#

That’s the fbx

#

You have your png in the project right?

#

Inspect the .png

sacred cloak
amber hemlock
#

That’s it right there change Max size to something bigger

#

Then hit apply

#

Didn’t know unity had a dark mode actually

sacred cloak
#

😮

#

DAMN

#

you are a life saver

calm spade
#

don't use 8k

sacred cloak
#

is there any performance hit for setting it to max size?

calm spade
#

and use crunch compress

amber hemlock
#

^

sacred cloak
#

default 50 ok?

calm spade
#

yeah

sacred cloak
#

also yeah unity went to dark mode after i updated it idk why

#

but i dig it

amber hemlock
#

If you’re going to use insane images definitely use both lossy and crunch compression

calm spade
#

thats because it's the wrong version

sacred cloak
#

its the most recent version

calm spade
#

we don't support that

#
amber hemlock
#

Gotta be 2018.4.20f1

#

Newer won’t work

sacred cloak
#

glad you told me lol

#

thankfully i havent done any work beyone import

amber hemlock
#

I was wondering I don’t really update unity until vrchat does so I’m like oh cool dark mode

calm spade
#

they made it free on versions above 2019.4 today

#

and i assume made it default for some reason

sacred cloak
#

can i install 2 versions of unity lol

calm spade
#

yes, use unity hubs

#

everything is explained above

#

but make a new project once you have the correct version

#

downgrading projects isn't supported

sacred cloak
#

wtf i create a project in old unity and it just uses new unity

#

then in unity hub it even labels it as the correct version until you open it

#

ill just uninstall it

#

tysm for your help btw yall @amber hemlock @calm spade

steady cargo
#

is it more optimized to have one mesh with all of its polys active at once, or several meshes when only some are active at once?

#

Example: my avatar has 3 weapons. I could join them with the body and activate them with a shape key, but they're pretty high poly (and I cant decimate them any more). would it be better to keep as one mesh, or separate and only enable them when needed?

steady cargo
#

huh...

#

guess I'll wait some more then

rain ivy
#

anyone know why the blender 2.79 texture atlas isnt working for me? As soon as I hit StartManualUnwrap it throws this error

tawdry venture
#

Why are you using 2.79 anyways?