#avatar-optimization
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I fixed it dont worry.
Right now I have no reason to update. Im the type of user that has the same avatar for years. only recently coming back in and I am not happy with the cats automatic atlas.
I dont use 2.8 because of limit selection to visible not having the xray thing
thats literally it
?
@heady smelt
i don't see the issue ?
Press Z ?
Only complaint I see about 2.8 I'd the whole weight paint workflow that I agree is annoying, but that's all
Id rather see the color of the mesh im working with
ยฏ_(ใ)_/ยฏ
actually
it is in 2.8
I have been lying to myself this entire time
its called xray now
will it be the end of the world if I have 3 skinned mesh renders? I can't get them to combine unfortunately ;(
the avatar only has a little under 5000 polys, if thats relevant
your avatar will automatically be set into the poor range in performance system fyi
wow, vrchat not modifying their doc
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is...
oh ffs 2 skinned meshes is the upper limit for medium performance according to the MDPR page
guess I'll have to figure out how to merge them
actually nvm im not sure im reading this right
Oh depends
2 is medium limit for quest
4 or 8 or so is limit on pc
for med anyways
where does it say that?
im looking at the performance ranking system page and I don't see a separate table for quest ranking...
all it says is that the blocking is set to medium by default
which means that my avatar would show
wait nvm found it, sorry
I dont know where it says, I just know from experience
@topaz lake It's in the link that svel sent. Scroll down to near the bottom. Says "Quest Limits"
Sorry, I didn't see that you found it lol
yeah I found it
jesus the quest is super restrictive on material slots like wtf
they make so little performance difference
Lots of materials are hard on the CPU and quest has a weak one
fair enough :(
it wouldnt be a problem except the material combiner plugin doesn't support atlasing normal maps in blender 2.8, and I can't get it to work in 2.79
aCTUALLY
i could probably just duplicate the materials and swap out the albedo file for the normal map file
and then atlas each set
maybe?
okay that doesn't work but you can use blender's "mix" node, but results may vary actually wait my first idea might work
Ay, fellow blender user. Nice.
@topaz lake The normal map would just work to make sure the the details of the model are kept on a separate layer to decrease poly count while making it seem more hi-res.
Ah, considering your 'i have no idea what I'm doing' message I wasn't sure.
If I have Streaming Mip-maps on (well, it's forced on), but i have not generated mipmaps for a texture, what happens?
@bronze pebble I guess it goes white, because blender cant find the texture anymore, after you atlased, add the atlas texture.
When I try to atlas my model, I get this error in Blender. Anyone know what the problem is?
it means error
jk Depends
You Up To Date?
You Have To Many Textures?
ETC
look at your count make sure your avatar mesh is joined
i only read it briefly cause im eating now
@neat loom what's the resolution of the texture ?
well check the images in your folder
All around 60KB
Open them in gimp/paint and overwrite them
Is the hair a texture too ?
make sure they're all consistent
You can also try the atlasing through the material combiner addon on the side instead of through cats
Ah, two of them didn't have a texture; seems like that's probably the case here.
Hmm, tried making textures for them but that didn't work in the end. It looks like the error is saying "Compression issue" or something?
so when I try to bake a texture atlas for my model, half of the textures come out transparent. any reason that might be?
Can anyone confirm if the active blendshape bug still exists?
If I have a model mesh that's over 65k polies and I have a blendshape active on that mesh, does it still greatly impact performance?
yes
2 skinned meshes it is then.
still affecting performance
if you have an active blendshape, it will always be bad for performance
Better than the bug to have 2 skinned meshes than 1 that's over 65k with an active blendshape.
The second mesh has no blendshapes. Just bones.
Why does a particle system with only a trail material count 2 materials toward total material slots?
Each particle system adds two slots to the total, even if said slots aren't being used.
Trail material + normal particle material.
Even if your particle system has no material for the normal particle, it still exists.
are there any guides for atlasing in blender 2.8? I'm giving it a shot for the first time and I'm only seeing stuff on the previous version-- unless it's the same.
If your bake miss texture. Be sure to double click the texture node we add on each material.
I show how to bake multiple textures so you will run better in game. VRChat player and you will have better performance if everybody have fewer materials.
Here a VRchat world with su...
That's the one I've been going off of yeah, but it's a little difficult to keep up with ๐ฆ
And I'm trying to go for 2 materials instead of just 1, and I can't figure out how to make it play nicely with transparency. There's a solution in the comments but I don't know what it means.
i'm guessing that you would need to add your transparent texture into the shader editor (like the normal texture= and plug it to tzhe principled_bsdf shader
there is an "emission" line in the shader
Okay the thing was using its own shaders so that was throwing me for a loop
i don't know the exact detail but be sure to have the principled bsdf shader as the main node
i had a model that was using an emission node for the main texture and it would atlas the texture in black
yeah these two were floating around instead.
ah that's from cats addon
It looks identical to principled at least. Though I don't know what to do with that MMD one
Okay I'm starting to get a better grip on this, so I link the Color dot on the texture to the Emission dot on the Principled shader?
I've almost got it... I got the emission bake done now I just need to figure out how to combine it with the original version.
Can you upload two seprate models with one avatar? So PC players get the high quality model, while Quest users get the lower poly one?
Yep that's how it works
Cool. Would I just switch the build to android and switch the model?
Just need to upload to the same avatar id on android or pc
anyone knows the size of the avatar thumbnail picture in vrc?
256x256
ty!
Hey guys im trying to save the Atlas of the textures from a model i rigged and when i try to save the Atlas it says ''No unique materials selected'' and i dont know what it is.... how do i fix this to be able to export it?
with the CATS pluggin*
this is what it does
But why vrchat deside to squish the thumbnail in game as a rectangle
I've been using the Cubed Paradox materials for an anime material, but I hear it's a demanding shader regarding performance somehow.
What other materials can I look into that are more suited for anime style avatars?
XS toon, poiyomi, Silent
Thanks, I'll look into them
DOes anyone know how to make transparency work for texture atlas in blender 2.8 T-T
Set transparency in texture option in unity ?
If you mean pressing the bake button after moving uvs around manually, Ive had limited luck with baking four black and white images of the red, green, blue, alpha channel and using the compose image button in gimp with all four open to make an RGBA atlas. It doesnt come out perfect for some reason gotta play with the alpha levels until it looks right.
how do i enable multicombining in material combiner?
pains of kitbashing
time to start making texture atlases
Was trying to do that earlier but it gives me a trace back error
So the new vrc shit broke my avatar I guess.... worked fine for months, now for some reason my head moves the entire model around... then the shoulders droop way too low for some reason, and the biceps freak out... this was NO issue prior... worked flawless... not its screwed, and I have 0 reason as to why...
What are sources for big filesize in your avatar? The avatar has 2 materials with both a texture attached to it that are both below 4 MB. Yet the avatar in game is 50 MB. No audio sources in the avatar either.
You can check the output log in unity ,when you upload avatar it shows sizes on everything , search for 'bundle'
Figured it out. Blend Shape Normals. They were set to calculate. Enabled legacy blend shapes and now file size is small.
Yeah I know my new project warns me about it but that avatar is in an older project with "legacy" avatars that I don't really update that often or use that often
@tired jetty that's the Avatar 3.0 thing I believe. It's on VRChat's end, not yours.
So nothing you need to fix on your end.
@tired jetty Post pictures of your armature in blender in #avatar-rigging
@calm spade the armature isn't the issue, unless Avatar 3.0 made it so you have to change the armature?
@fading leaf fuck seriously
Yeah, the whole head tracking thing with your body getting dragged sorta deal is just a bug from the Avatars 3.0
It's like that whole knee problem a lot of people including myself had not too long ago
What fixes it?
Normally switching avatars work, but otherwise we'll have to wait it out or something.
probably reset the avatar using the 3.0 menu perhaps
I dont even have the 3.0 menu how do I get it, switching avatars did nothing
Oh? What does it do?
It's the new 3.0 menu where you're gestures and whatnot are at
Everyone has it, but 3.0 avatars can customize it
For example; making color sliders.
is it normal then when I make an atlas, that the colours in blender seemingly fade?
or well, become less contrasted
cats atlas button wont save the mmd material settings, itll just make a default preview material
Huh, would I have to get on my fbt to know if it's fixed? Lmfao
I'm trying to bring a protogen of mine into VRChat by using a premade model and modifying it for my needs. He's got a lot of lighting effects going on, as well as what I plan to have be some spinning fan blades with more lighting effects underneath. Someone in #3d-modeling recommended I bake the lights first, but to ask here for more info. What would the advantages and disadvantages of doing something like this be?
That's what I'm trying to make, for reference
and this is how far I've gotten. Lol, the fan is huge, but trust me, it used to be WAY bigger
Advantage : performance
Disadvantage : May not look like you want
Tbh it shouldn't be done with lights but with shaders
No need to bake anything
What would that look like?
You get a basic RBG spinning shader, and then you just unwrap the parts of your model that you want that shader to be on and that should be it
And the glowing effects work the same way?
If you unwrap correctly yeah
Sweet. So how should I go about applying that?
applying the shader ?
yeh. I'm new to blender and unity, i don't know a whole lot. Lol
But I'm apparently learning quick
i've got a camera and a screen on my avatar, and friends, even people who have my avatar entirely shown can't see it. is there a resolution limit for cameras that vrchat enforces?
Cameras are friends only
but these people are my friends
and people who've shown my avatar AND are my friends
Not sure then sorry, if you think its a resolution limit you can try simplifying the system but I dont think thats the problem
i've got a camera and a screen on my avatar, and friends, even people who have my avatar entirely shown can't see it. is there a resolution limit for cameras that vrchat enforces?
@shadow scaffold There is currently a bug where cameras only fully work on private blueprints. If someone else wears your same blueprint, the camera will stop working for both of you.
Though I haven't tested it in a long while - maybe that's not a bug anymore.
@amber hemlock how do i change the blueprint, i'm curious..
Pipeline manager component has a detach button. If you upload it blank it becomes a new upload, which has a new uuid. Old one remains. But that wonโt make the public version suddenly work if two of itself meets itself
when you say public and private
do you mean avatars, or is this still somehow linked to the blueprint itself
Avatars have blueprints, which are either public or private
No its another component called the pipeline manager which is created when you add an avatar descriptor
and so i click detach
If you detach the blueprint, uploading will create a new avatar
i see
still no go, both decreased the resolution AND tried detaching
can someone help me with textures?
help how ?
my avatar is white/grey in unity, i cant seem to get the textures for it, while in blender its fine @calm spade
Did you create a material and apply textures to it ?
If not then you should watch a basic avatar upload tutorial for those steps
you can post here
so these must be the textures
ok, then export your model, then import the texture in unity, make a material, add the texture, and apply on the model
also did this one
But that atlas has a lot of redundancy
you don't need that
ok i imported the atlas texture thing
now i need to make a material
what kind of material
( never used blender and unity but im trying to learn )
there's only one kind
like this?
Create new material. and just drag ur image texture thingy over it
yep
if i understand i need to drag the atlas textures into the new created material? but that doesnt do anything
kinda why we suggested a basic tutorial
Drag the Image into the little box under "Main Maps" and it should apply to said "Material" then just drag the Material onto the model itself
because you don't have the transparency turned on in the second screenshot
You can increase the image resolution to 4096
ooh how does that work
is there a way I can make the materials I've made out of nodes in blender into image textures I can put into VRchat?
yes that's called baking
texture question:
i have this stupid thing in vrc where things in the texture outside the wireframe appear in mipmaps while far away
- is there a way to get rid of this mipmap bleed?
another dumb thing is that partial transparency in the texture shows up as white in vrc - is there a way to enable partial opacity in textures?
- more padding ?
- Specific shader ?
PS i have no idea what any of the mipmap settings do
im in vrchat but my eyes are out... how do i fix this?
lmao , this is the best bug i've ever seen so far
you probably assign your eyes with something else on your body with the weight paint
move a bit all your body to see with which bone the eyes are moving
you maybe also assign the eyes bones on the wrong section on the body map on unity
it was assigned to my finger for some reason
so i assigned it to my head, but now i dont have eyes at all @rose wolf
uh in mapping or in weigh paint ?
in vrchat
in vrchat the eyes are completly gone, while i assinged the eyes at the head bone parent
@rose wolf
try to take the stream camera and put it inside your body to see if the eyes aren't just somewhere else
stream camera?
They're in desktop they don't have access to that unless they're in VR.
Did you move where the eyes are attached to in unity or blender?
in blender @languid quartz
okay that sounds right, perhaps eye tracking is not set up correctly.
(if the model uses it)
hmm your right i think
if im testing eye tracking in blender now, its weird @languid quartz
If you set up eye tracking with CATS it likely has to be redone when the eyes are parented to the correct bone.
Youโve got special eyes. Your brand.
okay, so i've got the render target plane displaying a black screen now, but the camera display still doesn't appear for friends?
does anyone know how to get cameras working on avatars..
Is the avatar uploaded as private?
Also in unity you should be seeing the camera view on the texture, it should not be black
in unity it does work
and the avatar is private @amber hemlock
i renamed the material and texture though, but i don't think that should be an issue
Iโll check if it works on 3.0 or later today and get back to you
I havenโt tried it on 3.0
But itโs a very basic unity thing I wouldnโt expect it to not work
ok
i appreciate it
just @ me when you do, i've been fanangling with it for a couple days now
My avatar walks very weird, how do i fix walking style?
@shadow scaffold let me know if you find out as well, I have the same issue, rendertexture on an avatar object (on demand mirror) displays perfect for me in unity and locally but black for even friends
I know it works since I have two other 3.0 avatars that have working on demand mirrors that friends can see (not mine though)
@amber hemlock any luck?
Thank you @sweet mason its fixed ๐
which are better for skirt/dress as an optimization, dynamic bones or cloth physics? i've just set up cloth and i was wondering
if it's low very very low poly, probably cloth, otherwise it's dynamic bones
help Xd mouth is moving even muted
Is there any solid way of using cats atlas creation and not having a massive quality impact? Or am I just best off making manual atlases
Math wise all it does is scale the uvs by their texture and than arranges them like stacking different sized boxes. Like how one can fit four 2k textures into a 4k texture, or 16 512 textures into a 2k texture. Couple seconds of checking if the textures will atlas in this style nicely and there shouldnt be any quality change whatsoever
so basically make sure the textures are scaled to 2k/4k/1k instead of different ratios?
Well, care to stack them correctly. For example if one presses atlas when you have four 2k textures and one 512x512 texture cats will make an abomination fitting it in, some odd 8192x4096 with 3584x3584 empty space. Unity gonna try to compress that to half and boom youve lost half your detail
That's my problem right there, different size textures. Gotcha that's a huge help, thank you.
didn't know that's how it was handling it
Ye, treat 4 512x512 textures as a 1k texture, 4 1k textures as a 2k and 4 2k as a 4k texture. Its a fun game of tetris
makes send, so finding the textures I want to atlast should be similar size and make different atlases based on that instead
trying to decrease material count on my new avatar but kept running into quality issues. Thank you
My entire assets folder is like 34MB but the avatar is sitting at 177MB in game. Any idea what it could be, driving me nuts. I've deleted everything but the bare minimum in the assets directory.
Also update your sdk
Thank you @calm spade I'll check that later!
Still haven't messed with 3.0 yet, waiting for more solid guides to come out as I barely know what I'm doing as is.
Anyone have some optimization tutorials/ for non-MMD avatars in Unity/Maya?
Also can combining meshes be done in Unity?
Oh. Lol another also.
I changed my avatar's hair and it works in VRC on my end and in mirrors but in the menu it doesn't show up nor for other people yet I've done the same with other objects and it works fine.
@lusty scroll with updating your sdk was meant your sdk2 not sdk3. both are having more auto optimizations
@vestal imp consider using blender and the plugin cats. that's what recommended. and you can't join meshes in unity
@patent mauve Cats won't work because it isn't MMD and it doesn't detect/misunderstands some bones despite it being humanoid. I'll try again I guess
My bad. I thought I added that. That's why I said non-mmd
Thanks for the info on Unity though. I think I've figured out something for Maya but gotta test
cats can do more than mmd's
@patent mauve I ran into the file size issues after blender/cats. Think it's the import settings mentioned above
thats a unity thing not cuz of cats
24mb before atlas in game, and 177mb after lmao
so yeah need to check the import settings when I get home
the import of 2018 unity is wrong 2017 worked fine
when you have the latest sdk's it will tell you anyway
Is there a tutorial or resources where I can learn to manually fix this
or is that something I can ignore
That's why I've been asking if there are tuts on optimizing in maya
@vestal imp how are your leg and arm bones name?
legs
arms
I've put aside the rig for now and am currently combining meshes and textures since the rig already works. and ill see how well that optimizes
if you name them like the screenshot above it should make cats fix them. tho afaik cats doesnt do much, just some little tweak fixes if needed
Yeah. I get what you mean. Also do you have any idea what would make it happen where you add an object to a model and on your end and in mirrors, the object is showing (e.g. separate hair) but in your menu and for others, it's not showing
idk what could cuz that. is the hair painted correctly
weight paint I mean
and attached to your head bone
It's in Unity. It's attached to the proper bones and all the shaders work and everything. It works in preview and for me but not for others so I'm not sure if that's a shader thing or game object thing or maybe something happened in export
what shader
Unitychan
maybe try a different one
also exporting from blender I lost all dynamicbones and dunno if that's a cats thing and if there's a setting ;-; If there's a tut for this, feel free to send. I don't wanna be THAT person who annoys everyone with same answered questions.
And I'll try a different one. thanks!
dynamic bone loss? wdym by that
In unity all the dynamic bone groups are gone. No more dynamic bones on the model
before blender export. it was all fine
Dynamic bones is a Unity script. When exporting out of blender, your avatar is basically going to be a blank slate (no fancy shaders, no dynamic bones, etc.) You're going to have to re-apply the dynamic bones or overwrite your existing FBX in Unity that has the dynamic bones applied already
Pumpkin tools can transfer dynamic bones from one gameobject tree to another.
Or any components really
can't you just drag the component to an object manually ?
you can drag bones to another avatar?
you can drag components to other gameobjects
with copy paste right? or how wdym by DRAG?

oh shiat you can actually do that. didnt knew that.
but for many components its better to use pumpkin
definitely
I also had no idea you could drag entire components
Is there a reason why my avatar becomes torn around bones? Like the model is decimated in only those areas after uploading, I don't know what's causing it
I'm grabbing a screencap
Sometimes that happens with mesh compression, low or high in the fbx import settings. Autos to none though
Are we talking about in unity or in blender
In unity
kk
and just to be sure you know what I'm talking about: https://imgur.com/a/T15S4Pn
Can just merge overlapping vertices, cant pull apart if its one airtight mesh
That must be it
hi guys, is there a reason why the build and publish for android icon is blurred out?
disable all the other avatars in your scene
huh that seemed to fix it
am i supposed to be doing that every time?
because like my uploads are huge for avatars that should be small
What's the performance cutoff for bone count?
Bones 75 150 256 400
thanks
i have avatars with worse stats that are only hitting maybe 20mb
usually less
we have no clue why this one would be 200mbs
if anyone could help us figure it out it'd be greatly appreciated
the only thing red in this model is polys due to props and dynamic bones are a little more than recommended
heres a version without any props
How many materials ?
blendshape normals are already legacy
Then it's animations, textures, audio
Aahh don't worry my avatar has 120k polygons
that's bad and you should worry
Wdym last time i meet you in the Premier of devouring I was using that avatar
Its fine as long as its hidden

well yeah you were perf blocked
oof
Whatever do you mean 2 million polygons for a little badge on my shoulder isn't optimized?! /s
Hi. Iam buliding avatars for staff at events, and wanted to know which one is better for optimization: Same avatar with toggable props for different roles (meaning more objects and materials on avatar), or different avatar for each position, which will have less materials and objects. Also would like to know if hidden objects somehow effect performance.
Another question, how heavy effect performance all kinds of maps (i mean normal, roughness, AO and height)
Disabled objects don't have a performance effect, so a single avatar with a lot of things is fine, and maps don't cause issues as long as the shader itself is performant
@cloud imp
Thank you for reply. I gather Poiyomi is good for this, right?
Yeah should be alright
what shader is the fallback toon cutout?
Aahh don't worry my avatar has 120k polygons
@echo trout thats a very low amount compared to mine ...

i had fun with the copy paste function
...How many of those are actively on at the same time?
none

how the f do you even get that many poly's, can't even imagine having that many poly's. Thought my 95k was a lot
Lots of props.
Animation systems that never show at once, etc
The avatar could very well be super optimized you wouldnโt know. It just assumes the worst
Well, optimised for what it is, but what it isn't is low-poly
Trying the cats blender tool for making atlases. I'm having an issue where once textures are merged they get super shiny and loose the same vibrancy the texture had with its colours.
Help pwease
set reflections on the material to 0 from 50, or roughness to 100 @fleet spade
I'll have to try it tomorrow. In bed now. But thank you @lusty scroll
...How many of those are actively on at the same time?
@upper yacht all 4,1 million, 4 fps :p
but why @heady smelt , what even is this unholy avatar
copy paste adventures
I'm curious can you send a screen shot of it
vrchat is down right now ill send later
So I had an idea of using constraints to greatly reduce the amount of dynamic bones transformation. You just use one string of bones and use the rotation constraints on all the individual hair pieces.
Unfortunately my avatar has too many bones so it's stuck on medium rank ๐ข
6ms for an avatar 
๐๏ธ
welp
time to make a script that wiggle my mouse cursor when I play vrchat
gotta optimize as much as I can
I think it's just Unity editor doing weird with G-sync/v-sync
Neat! Wiggling the mouse does indeed improve performance. Simpleavatarcontroller
its mainly v-sync, empty scene for me is 13ms
It's unity. Moving the mouse around shows the actual ms. It's just unity being unity. It's stupid, but, yes. It has to do with v-sync as people have posted already.
that's vsync adding 10ms
Okay, I disabled skybox, post processing and all that stuff and I'm at 1.7ms CPU + 0.2ms render
ยฏ_(ใ)_/ยฏ
Dynamic bones and constraints is 0.3ms .-.
Is it really that slow for just copying rotations . . .
it's not exponential, there's just a minimal cost
it's not 0.1 per constraint
but if you have one it takes at least 0.1
Ah, so it shouldnt be that bad if other people also use constraints, since it'll get batched in the job system?
I don't think that's the case in 2018 ?
Constraints are using multiple threads for me, so I'd guess that's the job system?
Sweet if that's the case, i thought that was only for 2019.4 and up !
:P
Cool to know.
It's still hella slow since only like a quarter of things are done on other threads
might try to convert my dbones to constraints tbh.
As long as it fucks off from main thread, i'll take it
Ruuub, you said that bone visemes would be faster than blend shape visemes?
Rather, more performant
Ah yeah for sure
Even with this many face bones?
Well, the bones only move for the duration of the viseme, so not a big deal
And they don't have IK
They don't cost that much by just existing
The perf cost is always how much geometry it's moving, but that's still much cheaper than shapekeys
Does the cost for shape keys increase with each one?
It's the same for all, it's just much worse if the head mesh isn't separated
Which isn't the case for the extreme vast majority of models
It doesn't matter how many shape keys there are, even if they're all above 0 at the same time?
They can't be happening at the same time
Not visemes.
Well, same for shapekeys in unity afaik
i guess this works like that, but that must be expensive
So more blend shapes = more cost?
if they're active yes
afaik when a blendshape is active, it checks the transform of every single vertex on the same mesh and makes them lerp to the expected position
even if they don't "move"
so doing this on a high poly mesh = poop
Oh, a blend shape has no impact at all when its at 0?
as far as i know
Okay. I'm going to replace most of my blend shapes with bones, but now I feel like I can afford some MMD shape keys on the side
Not that 3.0 works in MMD dance worlds
But perhaps someday
btw if you have any pointer on how to do facerigs, i'd be interested
an active blendshape when you upload
will add more processing time
And it breaks GPU skinning too
ruh roh
If your avatar has shapekeys at 100 by default, consider flipping them in blender so you can keep them at 0 by default
Blend from Shape, Basis -> Target, 1.0 weight.
Blend from Shape, Target -> Target, -2.0 weight
reverses it without side effect
So. I'm getting towards the end of modeling now. I'm using the cats plugin. Is 7 materials a good enough amount or should I absolutely atlas everything down to 4. I've had trouble with atlassing before...
1 is also great if they're using the same shader !
Is it a bad idea to have a 2048x1024 texture? In other words, is there any drawback to having non-square textures?
If the rest is transparency it's fine
yea, I have a texure where only the bottom half is actually used, so I just cropped out the top half
and stretched the uv maps, of course
So. I'm getting towards the end of modeling now. I'm using the cats plugin. Is 7 materials a good enough amount or should I absolutely atlas everything down to 4. I've had trouble with atlassing before...
@fleet spade
7 is a lot better than most, but I'd say get it as low as possible (but manageable). I find it easier to manually atlas stuff by first putting the textures together in something like Photoshop and then moving the UV coords to the correct place. Most of the time you can squeeze a bit of extra space (which you can then use for more details!!) and you can also easily manage extra addons like tattoos. Managing everything in groups also makes creating maps/masks way easier (ex. for metallic maps).
Raindrops you should be fine as long as it's a power of two for your rectangle
@unreal plover I'll have to consider that for the next model. I got it down to 5 off the top of my head last night. Just at the unity importing stage.
whenever i export my blender project to unity it will jump to double its polys but when i import it back into blender it goes back down does anyone know how to fix this?
Vrchat sdk references tris, so if your model is entirely quads it will get doubled
oh crap sorry i got confused it is entirely tris.
oh nevermind this entire problem it fixed itself when i reimported it XD
another question. does a dynamic bone chain always have to have an extra bone at the end? meaning it needs at least two transforms for it to do anything at all?
The root bone doesn't animate. It only tells what other bones to animate. The root bone itself doesn't count as a transform. It's just the parent to the other bones.
then why does a dynamic bone that only has one bone after the root bone count as two transforms in the stats?
Pretty sure that's that one bone.
so a dynamic bone with one moving bone counts as two transforms after all?
Just the root bone behaves similarly to dynamic bones that are actively moving because of how dynamic bones work.
The root bone can move, just by default it won't and it still causes an update like moving dynamic bones would even if it's not moving, thus it's counted.
hm, I thought it didn't.
Actually I may have misinterpreted something when testing. Perhaps it doesn't but my point still stands that it causes an update still.
alright, so a simple dynamic bone with a single moving bone will always be two transforms and there's no way around that
is that correct?
Yeah if you want it to move it'll take two bones to pull that off even if it's using a fake one with end length.
Also I noticed you kept referring to the stat that changed in the SDK for this as transform even though it doesn't here. Maybe it did in older ones, forgot.
oh, you're right it doesn't say transform anymore
oh well, it still says transform ingame
How to merge one bone to another
Oops not here
How do I decimate polygons on my avatar so that it doesn't look bad
reduce polygons*
@prisma juniper Dissolve edge loops
it's a normal feature of blender
Select an edge loop and delete it with the delete option dissolve
its one of those ctrl or shift or alt click buttons with edge select on
Ty Ty!
how can i fix this issue? i uploaded this avatar before and didnt have this problem so why now? and how can i fix
does having multiple body meshes on an avatar affect performances more then multiple materials?
Each mesh has to load a material for said mesh. So it's like having to load a material plus more, so yes
@heady smelt don't use legacy shaders !
Might wanna check the 7 errors not pictured in that screenshot
i fixed it by switching to unity 2017
I believe you're gonna have trouble uploading using an older unity or it may not upload properly
Yeah that's not really the solution
Especially since any recent version of sdk2 won't work there at all
I'm making a model for a friend of mine, but I'm running into a lot of problems and don't have the time to fix them. if there's someone that I can pass this onto to finish, I would be happy to cover the costs. work still needs to be made on the eyes, textures and compatibility testing. this is my first time making a model for vrchat.
@floral kayak thx
what's better, having a hoodie be part of my body mesh and hiding it by setting the material's alpha to zero, or having it as a separate mesh and just disabling the whole mesh?
considering that it's gonna be on 95% of the time
Tbh, best performance wise would be to have it opaque and hide it using either a blendshape or by animation if you have dummy bones for AV3.0
don't upload an avatar with an active blendshape tho
Dummy bones would be like: Chest_Dummy, Spine_Dummy. And you parent them to chest/spine respectively.
What Svel said
Chest_Dummy, Spine_Dummy in the animation would pretty much just do the same thing as in blendshape except in an animation.
oh? what's the issue with having active blendshapes?
bad for performance and it breaks gpu skinning
wait, is uploading an avatar with an active blendshape worse than activating the same blendshape with an animation?
yes
I see. I'll keep that in mind.
Does anyone know how to get an old version of Material Combiner to work in Blender 2.8 or 2.9, or if there's another plugin that supports multiple textures per material when combining? (EG: Diffuse, Normal, and metallic maps)
worth asking here https://discord.gg/AtYCJF
how do i make a avatar?
how do i make my avatar quest working
alright, how do i make the arms not clip like that?
also not sure why the feet are clipping into the ground
can i have some help whit dynamic bones i dont know what setings shoud i have on the ears and tail
does are my curent setings for ears
I have a material that's coming into unity as two separate materials and I can't seem to figure out why. In Blender and Unity import settings, it's one. but once in the scene, it uses two slots.
Nvm it was Keep Quads
i'm coming across an issue where whenever i'm using full body tracking, my legs refuse to run whenever i move around instead i just stay in place, has anyone come across this issue?
3.0 ?
yes
Question is. Why not having the ears merge with the same skinnedmesh of the body
either he doesn't care about it or for toggle purposes ?
You can scale the bone to 0
Can dynamic bones be scaled? I thought the script takes manual control of the transform
It deforms by rotating the bone, dynamically using forces.
Yeah but I think it takes manual control of the entire transform
what size should my UV's be for an avatar?
Depends on the detail you want, but the average is 2048x2048
im trying to figure out this custom playermodel stuff. i modified a playermodel i found that looked fitting but now i gotta tweak a few things to get rid of some errors. and im not sure what would be a good idea to fix it, can somebody help me out
What kind of errors?
overall proformance is apparently poor and material slots say 19
and that i need to reduce the amount there is
How many meshes are there?
I need to merge some of the bones in this cape, but it's split into two bone chains, one at each shoulder, and it only detects one chain in Cats Blender Plugin, so I can't merge the other half of the cape. If I try to manually merge anything, nothing happens. How can I merge the bones in this cape?
Remove dynamic bone colliders from dynamic bone scripts
ty
For buffer particles/broken subemitters, is it better performance-wise to enable/disable the particle system and keep it on play on awake, or to enable/disable the emission module?
anyone know why the tips of my models hair disappear after I add the hair texture to an atlas?
here's it before the atlas
There some alpha hole in that area somehow
Does anyone know how to get an old version of Material Combiner to work in Blender 2.8 or 2.9, or if there's another plugin that supports multiple textures per material when combining? (EG: Diffuse, Normal, and metallic maps)
@ornate needle
I know it's been a bit, but I ran into a similar issue with my normal maps. The solution was to export the CATS atlas of my albedo textures and then use blender's node editor to replace the albedo textures with the normal maps, and then atlasting + exporting them. The two atlases can then be combined in Unity, and theoretically this can be done for ambient occ and so on
Unfortunately my normal maps and such are different resolutions than the diffuse maps for optimization purposes. So Mat combiner(and as a result CATS) atlas places them differently
for the time being I'm just atlasing the diffuse maps, then using photoshop to manually match them up for normal map atlas and so on
that'd work
I feel like I got lucky with the model I chose, and I've only ever done that one, so what worked for me probably doesn't count as best practice
Hi, anyone got a way to reduce the polygons of a mesh on unity?
you don't do that in Unity
I used to have MantisLODeditor but it seems the creator doesn't want to give out free services now
Yeah, that stuff is usually done with a Decimate modifier in Blender and applied when you've found a level you like.
But it's a bit of a naff way of doing it with unpredictable results. The proper way is retopologise the mesh by hand. ๐
Or just dissolve edge loops
Personally I like selecting things in the UV and dissolving them in the 3D view, less fiddling around with the viewport
so i imported a prefab that i want to be able to change the shaders on, but even clicking the unpack prefab completley option doesnt seem to allow me to change any of the models shaders, the drop down is just greyed out still?
combine them
Theyre bones, ive only ever had it happen to me once when I exported the fbx in the animation window. Theres gotta be some sort of condition for it to happen
how do i combine them?
the worry is less on combining them and more on exporting the fbx without them
ok, so how do i export it without them?
and combine your materials too
when exporting through cats you get a prompt to combine them
combining meshes is one click
combining marterials is a bit more elaborate
nah, i mean combining the ones with the same names
if you look in the image there's quite a few duplicates
where is the combine meshes option?
CATS is magic, man
You've never seen a complex facerig then, I assume.
But, ya, unless you're actively using a bone or it's needed to counteract the usual deform issues when far away from the bone... Just merge to parent.
No, all those dress bones can be reduced to a single 3 bone chain going down the center
Or even just halved for unnoticeable optimization
What Adeon says, is true. But, only if you're not using colliders
Cries in Dissidia NT facerig
Not entirely sure where to place this. I have the "Lowerarm is not first child" issue, due to apparently having twist/slot bones. I'm curious how exactly am I suppose to move the hand above these bones in the list?
Thank you..
This wasn't the issue during the first runs. But now is.. Rotation in Blender/Unity is how it should be but this only shows up in-game. Bone hierarchy seems to be how it should.. (Unless it should be the same in configure, which it isn't.. Nor saves when I do changes there..)
A quick question, when I applied the shader to the wanted part in blender, it applied even to the hand, how to separate it so I can give the hand a skin color?
Sep Mats & Loose Mats didn't work
Make a new material and assign it to the vertices of the hand
The part is unselectable
Those meshes are not joined
@calm spade @heady smelt
Oh I did it, instead of selecting the skin part, I selected all the clot and gave it a new material
Thanks^^
When I try to decimate a model using cats I always get this message, and I never get near the target. Does anyone know why?
It happens to every model I try
2.9 is not supported yet
2.83 is fine
great! Thanks again!
Decimation worked now, but when I do it, everything becomes weird like this. Should I just ignore it, or will it be like that in unity and VRChat as well?
recalculate normals / set normals from faces
How do I do that? As you can probably tell, i'm pretty new to this :p
edit mode, select that mesh with L and use the search bar
Thanks a lot for all your help!
I've been trying for over 10 minutes now and I still can't find it, so I must be doing something wrong. When i search for normals these are the only options i get. is there somewhere else i'm supposed to search?
tried googling, but nothing i found worked
some said the option was in the meshes menu, but i'm missing that menu
select the object, go into edit, press A to select all and press SHIFT-N to recalculate normals
when I press shift+n I get this menu. Is this right?
there's also a more precise menu for other normals-related stuff in the upper left corner in edit mode
uhhhh it shouldn't look like that
make sure the armature isn't selected
I think it was, but I still get that menu with it deselected
it should look like this
there's also this
idk what most of it does though, recalculating usually fixes my issues
I'm able to recalculate the normals now, but it doesn't fix anything. Still looks the same
It might be just an issue with your mesh
If you have CATS you can try decimating through there, too
That's what i did
okay. Starting from scratch now. How do I decimate without cats?
sorry for being so ignorant, but where do I find the modifiers? :p
blue Wrench icon in the bottom right
It's pretty important for using blender, especially when you make models from scratch like me
This is the first model i'm trying to get into vrchat by myself, so im pretty far from starting from scratch :p
The built in decimatior makes the avatar full of holes
Show me a picture of your mesh in edit mode without decimation
no nvm, i think it's just the normals here as well
no nvm again, it's completely broken.
Will send screenshot soon, just gonna restart really quick
Ok well I gotta go somewhere so i won't be able to help you
You can also clear custom split normals and than turn on auto smooth. Than after set normals from faces on the weird things that auto smooth doesnt seem to notice exists
Can you go into a bit more detail? I have almost no idea what you just said lol
uhh, go into preferences and keybindings, change spacebar shortcut from Play animation to Open search menu
Now anytime somebody gives ya a random string of jargon type it in that lol
okay, will try. Thanks
and this is where auto smooth is, only works when theres no custom normals hence the whole clear normals thing earlier
after clearing custom split normals everything seems to work like it should. Do i still have to do the other stuff?
Tried auto smooth, and it just makes everything worse, so I guess i'll just leave it off and consider my problem fixed!
oh lel, usually set auto smooth to like 180 cuz it keeps sharp edges. But its working woo
Thanks a lot @proper grail!
Spent like 3 hours on this!
Also, thanks @calm spade, and @vagrant wave! And sorry for the ping. Just want the three of you to know that I really appreaciate all your effort! Never would have been able to fix this without you!
oh and btw, when I turned autosmooth on it was set to 0 which is why everything looked worse. Autosmooth off looks exactly the same as auto smooth at 180
oh, and one last question. Is it normal for the bones or whatever it is in the fingers and hands to stick out like this?
the autosmooth thing? It probably was 30 and i just remembered wrong
Is it possible to have LODs on an avatar?
nope
@calm spade Sorry for disturbing >< quick question, I edited my avatar in unity but it seems I that I edited the prefab one and uploaded it in VRC successfully, but I need to edit it on blender now how to do that?
(I can only import the normal one)
Edit what ?
the FBX file
yes but what do you want to edit
I was just putting pieces to the avatar in Unity, as soon as I wanted to do some things with it in Blender, I realized that it became a prefab file
I want to import the prefab one in blender cuz I already started editing it
import in blender, fix it, export back, use pumkin's tool to automatically setup the dynamic bones/descriptor
@calm spade It worked! thanks a lot! Didn't know about the pumpkin's tool, It really helped me๐
What would be the best way to handle legs on a model like this? I'd rather not use dynamic bones + colliders because that would nuke performance
^I would also appreciate that info, In blender I'd just use constraints and drivers but in unity idk
A skirt that close would benefit mostly from unity cloth, just doing weight painting is a good and easy way to do it optimized but it will look bad if you do something like a split
I have a question about the mesh optimization.
They said that the mesh should be a single object, but does that mean the mesh layer, or do they mean the mesh should be a continuous singular object?
As an example:
-1 blend file, with separate mesh layers for the eyes
-1 blend file, with discontinuous mesh objects in ONE layer
-1 blend file, where I'd have to have planes connecting the eyes, hair, body, clothing, etc.
Do they mean it has to be the third?
Most likely the 3rd option. If options one and two require multiple skinned mesh renderers then that's not great.
Ok, so I've only been doing the Blender stuff so far. Can you explain what you mean about "multiple skinned mesh renderers"?
How do I check that? I assume that's part of Unity and the SDK?
Unity, meshes from avatars should get that tacked onto it automatically
And it will show me where?
Stuff like "Body" under the hierarchy for your avatar
Or whatever the mesh is called
You don't need to join pieces using planes, you can just click the objects you want to fuse into 1 mesh and hit CTRL-J
Oh, I kinda skimmed over that but yeah that's usually what's done
Make sure to hit SHIFT-N in edit mode to recalculate your normals tho
Ok....
Sometimes joining meshes messes up the way the normals face, and you'll have see-through pieces
So the mesh can STILL consist of discontinuous objects? Like, just an example: a halo over the character's head that is parented to the head or something?
They do NOT need to have connected vertices?
Or WILL joining them force-connect the vertices?
I haven't tried that, yet, so I'm not sure
Here's what I was referring to with the skinned mesh renderer
Your avatar can consist of multiple meshes but that's not ideal
Yeah they won't be truly "connected"but a part of the same mesh
So if ou were to, say, hit "separate by loose parts" it will disconnect without issue
Ok, that's not too bad, then
I was just concerned, b/c it is ONE HELL of a job trying to stitch this stuff together, esp when one part has more subdivisions for higher-detail areas ๐น ๐ซ
You only really need to worry about the resolution of the mesh while doing stuff like booleans
Or doing sculpting, i guess
@languid quartz I see. Thanks for the screenshot. Now, I'll know where to look
I'm still no master at sculpting, so I'm probably not optimizing the polygons the way they should be. So that is gonna be an issue, until I get better at this
I have probably too many subdivs compared to someone who's been making avatars for a while
Well as long as your meshes aren't something obscene like 1 million polys you should be good lol
Oh no... they won't be THAT bad
I did that once by accident going a little bit too crazy with the subdivision modifier
Where is the area to check the current amount?
@west furnace Connecting is irrelevant, it just needs to be a single mesh
Faces + Tris
Hmmm... Well, I'm not near a million, but I WILL need to drop the modifier at least a bit...
@calm spade Right, but what I was originally asking was what that meant.
I wasn't sure if that meant they needed to be connected or not
Alright, I'll continue working on it. As long as I know I'm not gonna spend like 10 hours stitching everything together
This is my first foray into this sorta thing.
I only picked up Blender like end of July, tbh
I usually aim for about 50,000 or below for each one, the Avatar Builder will say it's a bit high but won't stop you from uploading. Gives you a pretty decent score too
But the lower the better
Hmmm, ok
alright, perfect 
Hey dudes, I'm very familiar with optimized mesh material count by atlasing, but can you do the same for particle systems? No matter what I do, VRC's sdk seems to attribute the same material in unity on multiple particle systems to multiple material slots (different draw calls maybe?) on the avatar itself. Someone mentioned to me that they "atlas" their particle effects, so I figure I might as well ask how/if that's possible
i've heard of sprite atlas, but never of particle system material atlasing
if it's possible i have no idea how that works
As far as draw calls go, is there any merit to having the same texture be shared between multiple materials? Besides the single texture being loaded into VRAM rather than multiple
There's the animated particles thing which uses a sprite sheet
Don't think they's any other way
If an avatar contain many body meshes but only one is active at once, does it still affect the performances ?
Yes.
I believe it'll effect your performance rank but won't actually hurt performance until it is activated. That's what I keep seeing being said around here.
really appreciate the feedbacks thanks to you two !
@tight solar what do you need help with ?
I had only 2 materials and 26k triangles and like 108 bones, but I didnโt get the star, only good
Because of bone over like 75 hein
moderate newbie. I'm finally finished with my model, and want to optimize. Everything is solid Green except for "Material slots". Is this something I can fix in Unity? or is that purely Blender?
blender
alright, thanks
I scaled my avatars based on the VRC SDK2 tutorial avatar. for some reason, it's almost twice in height as nearly every avatar I see ingame. Do people just really like shorter models or has something changed since then?
I don't feel incorrectly scaled in most worlds, but based on everyone else it sure seems that way...
people are small
ok, thanks. It seems like it's either small anime avatars or 'normal' avatars of other kinds, lol.
120 inches?
cm
when animating hair, is it more performance friendly to use dynamic bones or cloth? i saw in games like conan exiles (made with Unreal, but still) they use cloth and it looks pretty nice
good luck using cloth to make hair move
Cloth is also fairly performance heavy on high poly stuff so it should only be used on low poly objects.
as far as i know, so is dynamic bones... shouldnt be used on high poly. i was wondering about performance comparison cloth vs dynamic bones on the same mesh
is there some way to see in unity which one is heavier? i have the same hair mesh in two versions, one with cloth, other one with DB
Dynamic bones shouldn't be used with a lot of bones, high poly should be relatively fine. At least better then cloth.
You can use the Unity profiler though to try and better determine the performance cost of either one however.
where should i look in that profiler?
Most likely CPU as Cloth and dynamic bones most likely run on the CPU.
so the higher the number on CPU the worse the performance? and what about batches?
it shows the same cpu numbers with or without the hair lol
Probably because running a Unity scene with just your avatar in it isn't that bad but doing so in a world would likely cause problems
idk what batches mean, but hair with cloth adds 3 while the same hair with DB adds 6
Likely draw calls
hmm how many polygons is the hair you're using the cloth on anyway?
more than 200 ๐ i have just made it and havent decimated or optimized in any way. right now its 12k
oh yeah that's not good for cloth
i know, but that wasnt my question really
If you optimized the hair to be lower poly cloth could be viable but currently you're likely better off using dynamic bones.
You can use constraints with dynamic bones
so only do dynamic bones on one string of hair and copy the rotations to the other bones
They might not be weight painted
Eye rotation limits set up for 360 vision
Hah
the weight paint looks fine
They are parent not to the head that is
how do I keep my dynamic bone skirt from clipping in my avatar when i move?
you don't
really? I guess just turn it off then
@near quarry 2 solutions :
- clever weight painting so the skirt kinda follows the legs movement.
- Dynamic bones + dynamic bones collision (performance intensive, I don't recommend it)
collisions are janky and kinda suck
you could mess with the settings to make it move less and as a result not clip as much
guys
how can i make custom expression? like you do shift and f2 and it does a sound?
got a problem: unity canยดt decompress fbx files, how can i solve this?
i canยดt export my mesh optimized model into unity to finish it
Can you import it in blender first ?
no, the unitypackage file canยดt be found in blender somehow
but imma start from scratch again now
yeah blender imports fbx
so, after having spent 3 days on trying to make a humanoid character and failed miserably, this really sad creation came to be. i know, I`m a complete failure
You tried to make a tank a humanoid character ?
yeah that doesn't really need to be humanoid
no, i failed to make a human avatar so i just made a tonk with no animation selected
but
i made a thing
and i can show you. Itยดs still just a fu*cking sad attempt but atleast its something
Not everyone can succeed on the first attempt, don't worry about it
so, iยดm currently reworking my tank and half of the hull is stuck in the floor. any ways to solve this?
u have to respawn or exit and relog in to vr chat @vivid parrot
I'm trying to use matcombine with seperate baked textures (because of overlapping UVs) and it messes up the model
it makes most of it white
Make sure the textures are seen as valid
the cog icon next to the texture
if it shows 32x32 then it isn't
delete the texture node in shading mode and re-add it
My textures aren't that size and I made my materials use nodes and it still happens(I'm using 2.79 Internal but I can convert it to 2.8)
Did you delete the nodes and re-add them in the node editor ?
No I just checked use nodes and then made it use the right material
Cool, so now do what i suggested
that's not how textures work
if they don't have a proper texture then they'll be 32x32 by default
I'll make a atlas image and move the uvs myself since it still doesn't work
It works if you have a proper node setup
If you only have the texture then that's all you need to add
u have to respawn or exit and relog in to vr chat @vivid parrot
@serene aurora thanks, Imma try that
doesnยดt work, i actually spawn in the floor
Question, can VR Chat support hair particle systems or no? I have a model that I need to put fur on and I'm not sure how I should do that. I debated making extra polygons coming off the character and then erasing the edge of them to give the illusion of fur, but I'm not sure if thatll work
(pls ping if you have a response)
@jovial grail Are fur cards like this?
Then you just erase the tips to make it look like fur strands right?
Yeah you put a transparent texture on it
Then scatter them on your mesh and it gives a good illusion
idk if this goes here, but I'm curious what to do if blendshapes break on a seperate model from the main one
I'm using blender 2.83 and when I load the blend file into Unity it just doesn't find any
it does on the main model I'm using for the body
Theres a list of modifiers that remove shape keys but the easiest way to tell if something is derped is to export it as fbx and reimport it in a different blender file
screenshot your model in blender ?
ah it's the decimate modifier, no duh
of course the decimate modifier removes shape keys
duhh
and subsurf
Convert to quads, dissolve unnecessary edge loops. Re-triangulate if desired. Result looks way better than decimate, and your shape keys still work
Which is worse, too many textures or too many materials? or is it that the former is a strain on memory and the latter is a strain on processing?
ye, two entirely different things just like you said. Processing 20 20 pass fur shaders is where most of our problems are
@fleet steppe 4 1024x1024 textures is about the same in memory of 1 2048x2048 texture.
@fleet steppe a material is a draw call, on the CPU, a texture is a draw call + a draw on GPU when it decompresses https://medium.com/@toncijukic/draw-calls-in-a-nutshell-597330a85381
More what Ruuubick said than I did.
Well then that sounds like they are comparable
Atlasing = nice
Well I already knew that
Does anyone know why my avatars animations dont work? i followed a tutorial on how to add face animations to an avatar but i noticed that my walking animations are broken now
there's no way to economise if I want the same audio clip to play from two different locations, is there ๐ฆ
two audio sources ?
that's what I'm currently doing
the second side to the question is whether there is a way to economise if you want multiple audio clips to play from the same location
hmm
You can have as many as you want as long as you turn them off when they're not in use
I do, but the SDK rats on me for the disabled ones :x
also audio is one of those areas where unity really drops the ball on realistic units
if I set a max distance of 20cm, will people 19cm away be able to hear? it's impossible to tell from the data shown on the screen
"be able to hear" == "is over 0 decibels" but unity does not show dB
yep, it's all about testing
Hey there, I've been adding outfits to my 3.0 avatar and I wanted to add even more, but I don't know which way is the most performant.
Right now I have a single clothes mesh that changes type with blendshapes (hoodie/sweater/shirt) and a file with all the textures in it.
This is how that file looks right now:
Yes, there are a lot. I may just decide not adding more but I really want to know
If I want even more slots, what do you advise? Making it bigger or actually splitting them between different materials?
As far as I know sprite sheet-like stuff is more performant in many cases but I don't know if that's the case in Unity.
(I also made sure to choose a good compression to minimize the file size, by the way)
Yeah my plan B was to separate them by type in 3/4 atlas, would that be better than my current way?
If you want multiple atlases i'd go with 2K with 100 compression
You can make a giant 4K one though as well
This one is 8k right know, a bit too much? I'll screenshot the settings in a sec too, and I could also try setting it to 4k and see if it doesn't look too bad
This is my current config
Yeah never use 8K
Also what are you using the alpha channel for? If its not used try DXT1
Doesn't look bad at 4k and ends up weighting 1MB, nice
I only use the alpha channel for this one, if it's a problem I can move it to another texture
Actuall I may be able to use an alpha mask or something
I'd just split it into a few atlases
any chance someone could fix my avatar only need some minor cosmetic changes i will pay but not over $100 without reason
@acoustic phoenix You can find commission boards everywhere, but discord is not the place
nvm then it's not worth it
Can someone explain why this is happening?
wrong material in slot for the face
Wrong material in the bagging area
Please replace item to continue

Is anyone else having struggles with Blender? Im able to add weight but not reduce weight. My Blender doesnt react to me taking the weight to 0.
I can basically make the weight to go to 1 but not 0
And I want it to go to 0
Im just stroking the avatar and nothing is happening....
wrong material in slot for the face
@jovial grail not actually, this is the correct material
then wrong texture map on the material?
Thats a zoidchi with an opaque texture on the transparent parts. The blush, fluster, and forehead sweats
Wouldn't left and right part of the texture be mirrored then?
nah its got these fancy lines
you can clearly see that it has a wrong texture applied https://puu.sh/GzkeB/96ddac1999.png
Hey all, im not quite sure where to ask this, but it seems this would be the best place to ask it
I was just wondering if there's and updated version of this doc?
It says it's updated every 5 minutes, but I'm having a hard time believing that, because it says the current version of Blender being used 2.79 and Unity Version 5.6.3p1
Will the instructions be interchangeable between different versions?
thanks thanks ๐
https://docs.google.com/document/d/1W5KFa_aszCMrJaFD8mb9a-GHYO4X4S9M63GjM4UwuEw/pub
the process is still the same
but you should look at a more up to date resource, like a YouTube tutorial
alrighty ill look into that
thanksthanks ๐
Hello,
Is it possible to change the posture in game mode? I would like the arms to be further away from the body by default.
Change the idle animation
hmm where i can found this option? i m just started in unity sorry :p
Gesture overwrite
Do you mean in unity or the final pose ingame
the final pose ingame
I can definitely find out where it is.
this is where you have to change?
Well first you want to find/create/edit an idle animation
So make a copy of that one if you want to edit that one
ok
What is better. 8 materials with 512px size or 2k one material
Next how VRC handle toggling meshes


