#avatar-optimization

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tawdry venture
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Most of us are using 2.8 now.

snow geode
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wrong

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2.8 sucks

rain ivy
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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.

snow geode
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I dont use 2.8 because of limit selection to visible not having the xray thing

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thats literally it

heady smelt
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?

snow geode
heady smelt
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i don't see the issue ?

snow geode
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thats limit selection to visible in 2.79

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is it even in 2.8 at all

calm spade
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Press Z ?

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Only complaint I see about 2.8 I'd the whole weight paint workflow that I agree is annoying, but that's all

snow geode
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Id rather see the color of the mesh im working with

tawdry venture
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ยฏ_(ใƒ„)_/ยฏ

snow geode
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actually

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it is in 2.8

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I have been lying to myself this entire time

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its called xray now

heady smelt
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alz + z

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in old blender

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i think it was that

snow geode
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wireframe

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ew

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xray

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๐Ÿ˜ฉ

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Eevee is so nice god damn

topaz lake
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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

heady smelt
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your avatar will automatically be set into the poor range in performance system fyi

topaz lake
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atm its rated medium according to the SDK

heady smelt
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wow, vrchat not modifying their doc

topaz lake
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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

hoary edge
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Oh depends

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2 is medium limit for quest

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4 or 8 or so is limit on pc

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for med anyways

topaz lake
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where does it say that?
im looking at the performance ranking system page and I don't see a separate table for quest ranking...

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all it says is that the blocking is set to medium by default

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which means that my avatar would show

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wait nvm found it, sorry

hoary edge
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I dont know where it says, I just know from experience

daring summit
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@topaz lake It's in the link that svel sent. Scroll down to near the bottom. Says "Quest Limits"

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Sorry, I didn't see that you found it lol

topaz lake
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yeah I found it
jesus the quest is super restrictive on material slots like wtf

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they make so little performance difference

daring summit
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Lots of materials are hard on the CPU and quest has a weak one

topaz lake
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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

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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?

topaz lake
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okay that doesn't work but you can use blender's "mix" node, but results may vary actually wait my first idea might work

topaz lake
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i have no idea what im doing and its fiiine

cunning ermine
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Ay, fellow blender user. Nice.

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@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.

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Ah, considering your 'i have no idea what I'm doing' message I wasn't sure.

amber hemlock
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If I have Streaming Mip-maps on (well, it's forced on), but i have not generated mipmaps for a texture, what happens?

patent mauve
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@bronze pebble I guess it goes white, because blender cant find the texture anymore, after you atlased, add the atlas texture.

broken laurel
neat loom
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When I try to atlas my model, I get this error in Blender. Anyone know what the problem is?

broken laurel
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it means error

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jk Depends

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You Up To Date?

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You Have To Many Textures?

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ETC

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look at your count make sure your avatar mesh is joined

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i only read it briefly cause im eating now

calm spade
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@neat loom what's the resolution of the texture ?

neat loom
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I'm not sure, i'm just using CATS' optimization tool thingy.

calm spade
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well check the images in your folder

neat loom
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All around 60KB

calm spade
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Open them in gimp/paint and overwrite them

neat loom
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ok

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I overwrote them, but it seems like it has no change.

calm spade
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Is the hair a texture too ?

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make sure they're all consistent

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You can also try the atlasing through the material combiner addon on the side instead of through cats

neat loom
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Ah, two of them didn't have a texture; seems like that's probably the case here.

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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?

steady cargo
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so when I try to bake a texture atlas for my model, half of the textures come out transparent. any reason that might be?

smoky lantern
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Can anyone confirm if the active blendshape bug still exists?

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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?

heady smelt
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yes

smoky lantern
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2 skinned meshes it is then.

heady smelt
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still affecting performance

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if you have an active blendshape, it will always be bad for performance

smoky lantern
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Better than the bug to have 2 skinned meshes than 1 that's over 65k with an active blendshape.

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The second mesh has no blendshapes. Just bones.

lime perch
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Why does a particle system with only a trail material count 2 materials toward total material slots?

tawdry venture
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Each particle system adds two slots to the total, even if said slots aren't being used.

upper yacht
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Trail material + normal particle material.

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Even if your particle system has no material for the normal particle, it still exists.

woven birch
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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.

heady smelt
woven birch
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That's the one I've been going off of yeah, but it's a little difficult to keep up with ๐Ÿ’ฆ

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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.

heady smelt
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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

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there is an "emission" line in the shader

woven birch
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Okay the thing was using its own shaders so that was throwing me for a loop

heady smelt
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i don't know the exact detail but be sure to have the principled bsdf shader as the main node

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i had a model that was using an emission node for the main texture and it would atlas the texture in black

woven birch
heady smelt
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ah that's from cats addon

woven birch
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It looks identical to principled at least. Though I don't know what to do with that MMD one

woven birch
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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?

woven birch
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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.

spice kiln
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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?

zenith plaza
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Yep that's how it works

spice kiln
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Cool. Would I just switch the build to android and switch the model?

zenith plaza
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Just need to upload to the same avatar id on android or pc

languid brook
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anyone knows the size of the avatar thumbnail picture in vrc?

calm spade
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256x256

languid brook
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ty!

astral meteor
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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?

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with the CATS pluggin*

sweet mason
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But why vrchat deside to squish the thumbnail in game as a rectangle

gaunt egret
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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?

calm spade
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XS toon, poiyomi, Silent

gaunt egret
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Thanks, I'll look into them

woven birch
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DOes anyone know how to make transparency work for texture atlas in blender 2.8 T-T

calm spade
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Set transparency in texture option in unity ?

proper grail
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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.

scarlet sun
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how do i enable multicombining in material combiner?

amber hemlock
buoyant holly
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time to start making texture atlases

scarlet sun
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Was trying to do that earlier but it gives me a trace back error

tired jetty
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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...

sick mesa
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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.

radiant shadow
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You can check the output log in unity ,when you upload avatar it shows sizes on everything , search for 'bundle'

sick mesa
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Figured it out. Blend Shape Normals. They were set to calculate. Enabled legacy blend shapes and now file size is small.

radiant shadow
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Havent updated sdk ?, it should warn you about that now

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That was back in juli

sick mesa
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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

fading leaf
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@tired jetty that's the Avatar 3.0 thing I believe. It's on VRChat's end, not yours.

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So nothing you need to fix on your end.

calm spade
tired jetty
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@calm spade the armature isn't the issue, unless Avatar 3.0 made it so you have to change the armature?

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@fading leaf fuck seriously

fading leaf
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Yeah, the whole head tracking thing with your body getting dragged sorta deal is just a bug from the Avatars 3.0

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It's like that whole knee problem a lot of people including myself had not too long ago

tired jetty
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What fixes it?

fading leaf
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Normally switching avatars work, but otherwise we'll have to wait it out or something.

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probably reset the avatar using the 3.0 menu perhaps

tired jetty
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I dont even have the 3.0 menu how do I get it, switching avatars did nothing

fading leaf
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if you press the 'R' key while in game you have it

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if you're on desktop that is

tired jetty
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Oh? What does it do?

fading leaf
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It's the new 3.0 menu where you're gestures and whatnot are at

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Everyone has it, but 3.0 avatars can customize it

upper yacht
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For example; making color sliders.

true crow
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is it normal then when I make an atlas, that the colours in blender seemingly fade?

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or well, become less contrasted

proper grail
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cats atlas button wont save the mmd material settings, itll just make a default preview material

tired jetty
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Huh, would I have to get on my fbt to know if it's fixed? Lmfao

shrewd dawn
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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?

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That's what I'm trying to make, for reference

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and this is how far I've gotten. Lol, the fan is huge, but trust me, it used to be WAY bigger

calm spade
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Advantage : performance
Disadvantage : May not look like you want

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Tbh it shouldn't be done with lights but with shaders

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No need to bake anything

shrewd dawn
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What would that look like?

calm spade
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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

shrewd dawn
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And the glowing effects work the same way?

calm spade
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If you unwrap correctly yeah

shrewd dawn
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Sweet. So how should I go about applying that?

calm spade
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applying the shader ?

shrewd dawn
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yeh. I'm new to blender and unity, i don't know a whole lot. Lol

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But I'm apparently learning quick

shadow scaffold
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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?

solid smelt
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Cameras are friends only

shadow scaffold
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but these people are my friends

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and people who've shown my avatar AND are my friends

solid smelt
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Not sure then sorry, if you think its a resolution limit you can try simplifying the system but I dont think thats the problem

amber hemlock
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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.

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Though I haven't tested it in a long while - maybe that's not a bug anymore.

shadow scaffold
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@amber hemlock how do i change the blueprint, i'm curious..

amber hemlock
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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 wonโ€™t make the public version suddenly work if two of itself meets itself

shadow scaffold
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when you say public and private

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do you mean avatars, or is this still somehow linked to the blueprint itself

solid smelt
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Avatars have blueprints, which are either public or private

shadow scaffold
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..which means?

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is that the checkbox that i select on the upload avatar screen

solid smelt
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No its another component called the pipeline manager which is created when you add an avatar descriptor

shadow scaffold
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and so i click detach

solid smelt
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If you detach the blueprint, uploading will create a new avatar

shadow scaffold
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i see

shadow scaffold
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still no go, both decreased the resolution AND tried detaching

sage lily
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can someone help me with textures?

calm spade
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help how ?

sage lily
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my avatar is white/grey in unity, i cant seem to get the textures for it, while in blender its fine @calm spade

calm spade
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Did you create a material and apply textures to it ?

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If not then you should watch a basic avatar upload tutorial for those steps

sage lily
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yea i did

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can i pm you with screenshots? maybe you can see what i did wrong

calm spade
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you can post here

sage lily
calm spade
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Those are the materials

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You can merge similar ones actually

sage lily
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saved to atlas

calm spade
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ok, then export your model, then import the texture in unity, make a material, add the texture, and apply on the model

sage lily
calm spade
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But that atlas has a lot of redundancy

sage lily
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so i did the legacy external materials

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but that doesnt work

calm spade
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you don't need that

sage lily
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ok i imported the atlas texture thing

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now i need to make a material

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what kind of material

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( never used blender and unity but im trying to learn )

calm spade
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there's only one kind

sage lily
glass timber
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Create new material. and just drag ur image texture thingy over it

sage lily
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i must be doing something wrong

calm spade
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yep

sage lily
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if i understand i need to drag the atlas textures into the new created material? but that doesnt do anything

calm spade
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kinda why we suggested a basic tutorial

sage lily
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i watched 3 tutorials but they all used the legacy thingy

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wich didnt work for me

glass timber
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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

sage lily
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damnnnnnn

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i got it

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thank you so much

sage lily
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1 more question, the one in blender looks much better

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why is that?

buoyant holly
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because you don't have the transparency turned on in the second screenshot

calm spade
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You can increase the image resolution to 4096

sage lily
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ooh how does that work

jolly meadow
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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?

amber hemlock
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yes that's called baking

tulip rose
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texture question:
i have this stupid thing in vrc where things in the texture outside the wireframe appear in mipmaps while far away

  1. 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
  2. is there a way to enable partial opacity in textures?
calm spade
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  1. more padding ?
  2. Specific shader ?
tulip rose
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PS i have no idea what any of the mipmap settings do

sage lily
rose wolf
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lmao , this is the best bug i've ever seen so far

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you probably assign your eyes with something else on your body with the weight paint

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move a bit all your body to see with which bone the eyes are moving

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you maybe also assign the eyes bones on the wrong section on the body map on unity

sage lily
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it was assigned to my finger for some reason

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so i assigned it to my head, but now i dont have eyes at all @rose wolf

rose wolf
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uh in mapping or in weigh paint ?

sage lily
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in vrchat

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in vrchat the eyes are completly gone, while i assinged the eyes at the head bone parent

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@rose wolf

rose wolf
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try to take the stream camera and put it inside your body to see if the eyes aren't just somewhere else

sage lily
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stream camera?

languid quartz
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They're in desktop they don't have access to that unless they're in VR.

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Did you move where the eyes are attached to in unity or blender?

sage lily
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in blender @languid quartz

languid quartz
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okay that sounds right, perhaps eye tracking is not set up correctly.

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(if the model uses it)

sage lily
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hmm your right i think

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if im testing eye tracking in blender now, its weird @languid quartz

languid quartz
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If you set up eye tracking with CATS it likely has to be redone when the eyes are parented to the correct bone.

sage lily
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got it working thanks ๐Ÿ™‚

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my character walks a bit funny

echo trout
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theyre just going cartoon

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the eyes that is

amber hemlock
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Youโ€™ve got special eyes. Your brand.

shadow scaffold
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okay, so i've got the render target plane displaying a black screen now, but the camera display still doesn't appear for friends?

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does anyone know how to get cameras working on avatars..

amber hemlock
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Is the avatar uploaded as private?

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Also in unity you should be seeing the camera view on the texture, it should not be black

shadow scaffold
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in unity it does work

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and the avatar is private @amber hemlock

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i renamed the material and texture though, but i don't think that should be an issue

amber hemlock
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Iโ€™ll check if it works on 3.0 or later today and get back to you

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I havenโ€™t tried it on 3.0

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But itโ€™s a very basic unity thing I wouldnโ€™t expect it to not work

shadow scaffold
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ok

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i appreciate it

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just @ me when you do, i've been fanangling with it for a couple days now

sage lily
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My avatar walks very weird, how do i fix walking style?

sage lily
lime iron
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@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

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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)

shadow scaffold
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@lime iron

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add me

shadow scaffold
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@amber hemlock any luck?

sweet mason
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@sage lily the rig need to look like this

sage lily
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Thank you @sweet mason its fixed ๐Ÿ™‚

drowsy imp
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which are better for skirt/dress as an optimization, dynamic bones or cloth physics? i've just set up cloth and i was wondering

calm spade
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if it's low very very low poly, probably cloth, otherwise it's dynamic bones

heady smelt
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help Xd mouth is moving even muted

calm spade
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@heady smelt wrong shapekey order

lusty scroll
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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

proper grail
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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

lusty scroll
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so basically make sure the textures are scaled to 2k/4k/1k instead of different ratios?

proper grail
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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

lusty scroll
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That's my problem right there, different size textures. Gotcha that's a huge help, thank you.

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didn't know that's how it was handling it

proper grail
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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

lusty scroll
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makes send, so finding the textures I want to atlast should be similar size and make different atlases based on that instead

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trying to decrease material count on my new avatar but kept running into quality issues. Thank you

lusty scroll
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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.

calm spade
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@lusty scroll

jovial grail
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Also update your sdk

lusty scroll
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Thank you @calm spade I'll check that later!

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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.

vestal imp
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Anyone have some optimization tutorials/ for non-MMD avatars in Unity/Maya?

Also can combining meshes be done in Unity?

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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.

patent mauve
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@lusty scroll with updating your sdk was meant your sdk2 not sdk3. both are having more auto optimizations

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@vestal imp consider using blender and the plugin cats. that's what recommended. and you can't join meshes in unity

vestal imp
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@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

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My bad. I thought I added that. That's why I said non-mmd

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Thanks for the info on Unity though. I think I've figured out something for Maya but gotta test

patent mauve
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cats can do more than mmd's

lusty scroll
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@patent mauve I ran into the file size issues after blender/cats. Think it's the import settings mentioned above

patent mauve
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thats a unity thing not cuz of cats

lusty scroll
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24mb before atlas in game, and 177mb after lmao

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so yeah need to check the import settings when I get home

patent mauve
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the import of 2018 unity is wrong 2017 worked fine

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when you have the latest sdk's it will tell you anyway

vestal imp
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or is that something I can ignore

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That's why I've been asking if there are tuts on optimizing in maya

patent mauve
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@vestal imp how are your leg and arm bones name?

vestal imp
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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

patent mauve
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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

vestal imp
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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

patent mauve
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idk what could cuz that. is the hair painted correctly

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weight paint I mean

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and attached to your head bone

vestal imp
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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

patent mauve
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what shader

vestal imp
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Unitychan

patent mauve
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maybe try a different one

vestal imp
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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!

patent mauve
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dynamic bone loss? wdym by that

vestal imp
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In unity all the dynamic bone groups are gone. No more dynamic bones on the model

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before blender export. it was all fine

daring summit
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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

amber hemlock
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Pumpkin tools can transfer dynamic bones from one gameobject tree to another.

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Or any components really

calm spade
#

can't you just drag the component to an object manually ?

patent mauve
#

you can drag bones to another avatar?

calm spade
#

you can drag components to other gameobjects

patent mauve
#

with copy paste right? or how wdym by DRAG?

calm spade
patent mauve
#

oh shiat you can actually do that. didnt knew that.

#

but for many components its better to use pumpkin

calm spade
#

definitely

amber hemlock
#

I also had no idea you could drag entire components

prisma topaz
#

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

proper grail
#

Sometimes that happens with mesh compression, low or high in the fbx import settings. Autos to none though

prisma topaz
#

Are we talking about in unity or in blender

proper grail
#

In unity

prisma topaz
#

kk

proper grail
#

Can just merge overlapping vertices, cant pull apart if its one airtight mesh

prisma topaz
#

That must be it

hybrid salmon
#

hi guys, is there a reason why the build and publish for android icon is blurred out?

calm spade
#

disable all the other avatars in your scene

hybrid salmon
#

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

calm spade
zealous zenith
#

What's the performance cutoff for bone count?

calm spade
#

Bones 75 150 256 400

zealous zenith
#

thanks

tardy badge
#

i have avatars with worse stats that are only hitting maybe 20mb

#

usually less

#

if anyone could help us figure it out it'd be greatly appreciated

calm spade
#

This might help, but it looks like the average terrible performance avatar taurishrug

tardy badge
#

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

calm spade
#

How many materials ?

tardy badge
#

19

calm spade
#

Check the textures on that model too

tardy badge
#

blendshape normals are already legacy

calm spade
#

Then it's animations, textures, audio

echo trout
#

Aahh don't worry my avatar has 120k polygons

calm spade
#

that's bad and you should worry

echo trout
#

Wdym last time i meet you in the Premier of devouring I was using that avatar

#

Its fine as long as its hidden

calm spade
#

well yeah you were perf blocked

echo trout
#

oof

upper yacht
#

Whatever do you mean 2 million polygons for a little badge on my shoulder isn't optimized?! /s

cloud imp
#

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)

calm spade
#

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

cloud imp
#

Thank you for reply. I gather Poiyomi is good for this, right?

calm spade
#

Yeah should be alright

tepid oar
#

what shader is the fallback toon cutout?

heady smelt
#

Aahh don't worry my avatar has 120k polygons
@echo trout thats a very low amount compared to mine ...

echo trout
heady smelt
#

i had fun with the copy paste function

upper yacht
#

...How many of those are actively on at the same time?

jovial grail
#

none vrcPerfVeryPoor vrcStop

lusty scroll
#

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

amber hemlock
#

Lots of props.

#

Animation systems that never show at once, etc

#

The avatar could very well be super optimized you wouldnโ€™t know. It just assumes the worst

hoary juniper
#

Well, optimised for what it is, but what it isn't is low-poly

fleet spade
#

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

lusty scroll
#

set reflections on the material to 0 from 50, or roughness to 100 @fleet spade

fleet spade
#

I'll have to try it tomorrow. In bed now. But thank you @lusty scroll

heady smelt
#

...How many of those are actively on at the same time?
@upper yacht all 4,1 million, 4 fps :p

lusty scroll
#

but why @heady smelt , what even is this unholy avatar

heady smelt
#

copy paste adventures

lusty scroll
#

I'm curious can you send a screen shot of it

heady smelt
#

vrchat is down right now ill send later

unreal plover
#

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 ๐Ÿ˜ข

calm spade
#

6ms for an avatar notlikethis

heady smelt
#

๐Ÿ‘๏ธ

unreal plover
#

6ms is unity being weird, if I wiggle my mouse it drops to <4ms lol

heady smelt
#

welp

#

time to make a script that wiggle my mouse cursor when I play vrchat
gotta optimize as much as I can

unreal plover
#

I think it's just Unity editor doing weird with G-sync/v-sync

proper grail
solid smelt
#

its mainly v-sync, empty scene for me is 13ms

upper yacht
#

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.

solid smelt
calm spade
#

that's vsync adding 10ms

unreal plover
#

Okay, I disabled skybox, post processing and all that stuff and I'm at 1.7ms CPU + 0.2ms render

#

ยฏ_(ใƒ„)_/ยฏ

#

Dynamic bones and constraints is 0.3ms .-.

calm spade
#

nice

#

i think constraint is minimum 0.1

unreal plover
#

Is it really that slow for just copying rotations . . .

calm spade
#

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

unreal plover
#

Ah, so it shouldnt be that bad if other people also use constraints, since it'll get batched in the job system?

calm spade
#

I don't think that's the case in 2018 ?

unreal plover
#

Constraints are using multiple threads for me, so I'd guess that's the job system?

calm spade
#

Sweet if that's the case, i thought that was only for 2019.4 and up !

unreal plover
upper yacht
#

Cool to know.

unreal plover
#

It's still hella slow since only like a quarter of things are done on other threads

upper yacht
#

might try to convert my dbones to constraints tbh.

calm spade
#

As long as it fucks off from main thread, i'll take it

fleet steppe
#

Ruuub, you said that bone visemes would be faster than blend shape visemes?

calm spade
#

Faster in terms of ?

#

@fleet steppe

fleet steppe
#

Rather, more performant

calm spade
#

Ah yeah for sure

fleet steppe
calm spade
#

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

fleet steppe
#

Does the cost for shape keys increase with each one?

calm spade
#

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

fleet steppe
#

It doesn't matter how many shape keys there are, even if they're all above 0 at the same time?

calm spade
#

They can't be happening at the same time

fleet steppe
#

Not visemes.

calm spade
#

Well, same for shapekeys in unity afaik

fleet steppe
#

NSFL

calm spade
#

i guess this works like that, but that must be expensive

fleet steppe
#

So more blend shapes = more cost?

calm spade
#

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

fleet steppe
#

Oh, a blend shape has no impact at all when its at 0?

calm spade
#

as far as i know

fleet steppe
#

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

calm spade
#

btw if you have any pointer on how to do facerigs, i'd be interested

heady smelt
#

an active blendshape when you upload
will add more processing time
And it breaks GPU skinning too

fleet steppe
#

ruh roh

amber hemlock
#

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

fleet spade
#

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...

calm spade
#

1 is also great if they're using the same shader !

ember ibex
#

Is it a bad idea to have a 2048x1024 texture? In other words, is there any drawback to having non-square textures?

calm spade
#

If the rest is transparency it's fine

ember ibex
#

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

unreal plover
#

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).

buoyant holly
#

Raindrops you should be fine as long as it's a power of two for your rectangle

fleet spade
#

@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.

fierce moon
#

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?

proper grail
#

Vrchat sdk references tris, so if your model is entirely quads it will get doubled

fierce moon
#

oh crap sorry i got confused it is entirely tris.

#

oh nevermind this entire problem it fixed itself when i reimported it XD

ember ibex
#

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?

upper yacht
#

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.

ember ibex
#

then why does a dynamic bone that only has one bone after the root bone count as two transforms in the stats?

upper yacht
#

Pretty sure that's that one bone.

ember ibex
#

so a dynamic bone with one moving bone counts as two transforms after all?

languid quartz
#

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.

ember ibex
#

it can move?

#

how?

upper yacht
#

hm, I thought it didn't.

languid quartz
#

Actually I may have misinterpreted something when testing. Perhaps it doesn't but my point still stands that it causes an update still.

ember ibex
#

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?

languid quartz
#

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.

ember ibex
#

oh, you're right it doesn't say transform anymore

#

oh well, it still says transform ingame

prisma juniper
#

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*

daring summit
#

@prisma juniper Dissolve edge loops

prisma juniper
#

Where can I find this?

#

Cats?

heady smelt
#

it's a normal feature of blender

prisma juniper
#

Ooh

#

M-modifier?

proper grail
#

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

prisma juniper
#

Ty Ty!

heady smelt
#

how can i fix this issue? i uploaded this avatar before and didnt have this problem so why now? and how can i fix

prime jay
#

does having multiple body meshes on an avatar affect performances more then multiple materials?

floral kayak
#

Each mesh has to load a material for said mesh. So it's like having to load a material plus more, so yes

calm spade
#

@heady smelt don't use legacy shaders !

heady smelt
#

@calm spade im not wym?

#

im using poiyomi

zenith plaza
#

Might wanna check the 7 errors not pictured in that screenshot

heady smelt
#

i fixed it by switching to unity 2017

floral kayak
#

I believe you're gonna have trouble uploading using an older unity or it may not upload properly

zenith plaza
#

Yeah that's not really the solution

#

Especially since any recent version of sdk2 won't work there at all

turbid escarp
#

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.

prime jay
#

@floral kayak thx

ember ibex
#

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

upper yacht
#

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

heady smelt
#

don't upload an avatar with an active blendshape tho

upper yacht
#

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.

ember ibex
#

oh? what's the issue with having active blendshapes?

heady smelt
#

bad for performance and it breaks gpu skinning

ember ibex
#

wait, is uploading an avatar with an active blendshape worse than activating the same blendshape with an animation?

heady smelt
#

yes

ember ibex
#

I see. I'll keep that in mind.

ornate needle
#

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)

calm spade
visual timber
#

how do i make a avatar?

daring summit
heady smelt
#

how do i make my avatar quest working

heady smelt
#

also not sure why the feet are clipping into the ground

heady smelt
#

can i have some help whit dynamic bones i dont know what setings shoud i have on the ears and tail

amber hemlock
#

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

heady smelt
#

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?

calm spade
#

3.0 ?

heady smelt
#

yes

calm spade
#

But its probably locomotion animation disabled

heady smelt
#

ah, sorry for posting this in the wrong channel

#

and thanks! i'll look into that

sweet mason
#

Question is. Why not having the ears merge with the same skinnedmesh of the body

heady smelt
#

either he doesn't care about it or for toggle purposes ?

sweet mason
#

You can scale the bone to 0

amber hemlock
#

Can dynamic bones be scaled? I thought the script takes manual control of the transform

upper yacht
#

It deforms by rotating the bone, dynamically using forces.

amber hemlock
#

Yeah but I think it takes manual control of the entire transform

urban jungle
#

what size should my UV's be for an avatar?

solid smelt
#

Depends on the detail you want, but the average is 2048x2048

unkempt notch
#

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

vagrant wave
#

What kind of errors?

unkempt notch
#

overall proformance is apparently poor and material slots say 19

#

and that i need to reduce the amount there is

restive saddle
#

How many meshes are there?

covert ravine
#

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?

jovial grail
#

select a bone and merge it to parent

#

then repeat it a few times

worthy vessel
#

where do i delete these

unreal plover
#

Remove dynamic bone colliders from dynamic bone scripts

worthy vessel
#

ty

bold magnet
#

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?

past swallow
#

anyone know why the tips of my models hair disappear after I add the hair texture to an atlas?

sweet mason
#

There some alpha hole in that area somehow

topaz lake
#

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

ornate needle
#

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

topaz lake
#

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

hidden onyx
#

Hi, anyone got a way to reduce the polygons of a mesh on unity?

heady smelt
#

you don't do that in Unity

hidden onyx
#

I used to have MantisLODeditor but it seems the creator doesn't want to give out free services now

chilly fox
#

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. ๐Ÿ˜›

daring summit
#

Or just dissolve edge loops

unreal plover
#

Personally I like selecting things in the UV and dissolving them in the 3D view, less fiddling around with the viewport

south tusk
#

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?

junior veldt
#

how do i get rid of them?!

heady smelt
#

combine them

proper grail
#

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

junior veldt
#

how do i combine them?

proper grail
#

the worry is less on combining them and more on exporting the fbx without them

junior veldt
#

ok, so how do i export it without them?

jovial grail
#

they're not bones

#

they're separate meshes

calm spade
#

and combine your materials too

jovial grail
#

when exporting through cats you get a prompt to combine them

#

combining meshes is one click

#

combining marterials is a bit more elaborate

calm spade
#

nah, i mean combining the ones with the same names

#

if you look in the image there's quite a few duplicates

junior veldt
#

where is the combine meshes option?

calm spade
junior veldt
#

wow

#

one option made it go from 65mb to 8mb

vagrant wave
#

CATS is magic, man

echo trout
#

is this amount of bones healthy?

upper yacht
#

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.

amber hemlock
#

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

upper yacht
#

What Adeon says, is true. But, only if you're not using colliders

stray gazelle
#

Cries in Dissidia NT facerig

ripe pivot
#

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?

ripe pivot
#

Thank you..

ripe pivot
#

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..)

sterile lily
#

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

calm spade
#

Make a new material and assign it to the vertices of the hand

sterile lily
heady smelt
#

go into face mode select

#

it will be easier

calm spade
#

Those meshes are not joined

sterile lily
#

@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^^

supple cloak
#

It happens to every model I try

calm spade
#

2.9 is not supported yet

supple cloak
#

Oh ok. Thanks!

#

should i go with 2.83 then, or just 2.8?

calm spade
#

2.83 is fine

supple cloak
#

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?

calm spade
#

recalculate normals / set normals from faces

supple cloak
#

How do I do that? As you can probably tell, i'm pretty new to this :p

calm spade
#

edit mode, select that mesh with L and use the search bar

supple cloak
#

Thanks a lot for all your help!

supple cloak
#

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

vagrant wave
#

select the object, go into edit, press A to select all and press SHIFT-N to recalculate normals

supple cloak
vagrant wave
#

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

supple cloak
#

I think it was, but I still get that menu with it deselected

vagrant wave
supple cloak
#

Yeah i think it worked now

#

But it didn't fix anything

vagrant wave
#

idk what most of it does though, recalculating usually fixes my issues

supple cloak
#

I'm able to recalculate the normals now, but it doesn't fix anything. Still looks the same

vagrant wave
#

It might be just an issue with your mesh

#

If you have CATS you can try decimating through there, too

supple cloak
#

That's what i did

vagrant wave
#

Also, don't forget about normal maps

#

that might be what's screwing it over

supple cloak
#

okay. Starting from scratch now. How do I decimate without cats?

vagrant wave
#

SHIFT-N

#

oops that's normals

#

Ok so select your mesh and go into the modifiers

supple cloak
#

Should I fix the model with CATS first?

#

or should i do that after

vagrant wave
#

uhhhh after

#

Blender decimation is pretty fucky sometimes though so be careful

supple cloak
#

sorry for being so ignorant, but where do I find the modifiers? :p

vagrant wave
#

blue Wrench icon in the bottom right

#

It's pretty important for using blender, especially when you make models from scratch like me

supple cloak
#

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

vagrant wave
#

Show me a picture of your mesh in edit mode without decimation

supple cloak
#

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

vagrant wave
#

Ok well I gotta go somewhere so i won't be able to help you

proper grail
#

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

supple cloak
#

Can you go into a bit more detail? I have almost no idea what you just said lol

proper grail
#

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

supple cloak
#

okay, will try. Thanks

proper grail
#

and this is where auto smooth is, only works when theres no custom normals hence the whole clear normals thing earlier

supple cloak
#

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!

proper grail
#

oh lel, usually set auto smooth to like 180 cuz it keeps sharp edges. But its working woo

supple cloak
#

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?

calm spade
#

should be 30 default

#

that's incorrect import settings for the model

supple cloak
#

the autosmooth thing? It probably was 30 and i just remembered wrong

stoic tulip
#

Is it possible to have LODs on an avatar?

calm spade
#

nope

sterile lily
#

@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)

calm spade
#

Edit what ?

sterile lily
#

the FBX file

calm spade
#

yes but what do you want to edit

sterile lily
#

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

calm spade
#

Importing in blender will break your prefab

#

well, as least trying to import it back

sterile lily
#

What should I do?

calm spade
#

import in blender, fix it, export back, use pumkin's tool to automatically setup the dynamic bones/descriptor

sterile lily
#

@calm spade It worked! thanks a lot! Didn't know about the pumpkin's tool, It really helped me๐Ÿ€

cunning fiber
#

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

midnight atlas
#

^I would also appreciate that info, In blender I'd just use constraints and drivers but in unity idk

sick timber
#

@cunning fiber weight paint.

#

lots and lots of weight paint.

solid smelt
#

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

west furnace
#

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?

languid quartz
#

Most likely the 3rd option. If options one and two require multiple skinned mesh renderers then that's not great.

west furnace
#

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?

languid quartz
#

Unity, meshes from avatars should get that tacked onto it automatically

west furnace
#

And it will show me where?

languid quartz
#

Stuff like "Body" under the hierarchy for your avatar

#

Or whatever the mesh is called

vagrant wave
#

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

languid quartz
#

Oh, I kinda skimmed over that but yeah that's usually what's done

vagrant wave
#

Make sure to hit SHIFT-N in edit mode to recalculate your normals tho

west furnace
#

Ok....

vagrant wave
#

Sometimes joining meshes messes up the way the normals face, and you'll have see-through pieces

west furnace
#

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

languid quartz
#

Your avatar can consist of multiple meshes but that's not ideal

vagrant wave
#

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

west furnace
#

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 ๐Ÿ˜น ๐Ÿ”ซ

vagrant wave
#

You only really need to worry about the resolution of the mesh while doing stuff like booleans

#

Or doing sculpting, i guess

west furnace
#

@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

vagrant wave
#

Well as long as your meshes aren't something obscene like 1 million polys you should be good lol

west furnace
#

Oh no... they won't be THAT bad

vagrant wave
#

I did that once by accident going a little bit too crazy with the subdivision modifier

west furnace
#

Where is the area to check the current amount?

vagrant wave
#

In the very bottom right corner

#

Faces + tris

calm spade
#

@west furnace Connecting is irrelevant, it just needs to be a single mesh

west furnace
#

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

vagrant wave
#

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

west furnace
#

Hmmm, ok

calm spade
#

I guess per your question it was the number 2

#

one object, discontinuous is fine

west furnace
#

alright, perfect vrcSunglasses

tight solar
#

hey guys

#

i need help with something facial related

lime perch
#

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

calm spade
#

i've heard of sprite atlas, but never of particle system material atlasing

#

if it's possible i have no idea how that works

lime perch
#

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

jovial grail
#

There's the animated particles thing which uses a sprite sheet

#

Don't think they's any other way

prime jay
#

If an avatar contain many body meshes but only one is active at once, does it still affect the performances ?

vagrant wave
#

Yes.

wet hornet
#

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.

prime jay
#

really appreciate the feedbacks thanks to you two !

agile radish
#

@tight solar what do you need help with ?

urban escarp
#

I had only 2 materials and 26k triangles and like 108 bones, but I didnโ€™t get the star, only good

sweet mason
#

Because of bone over like 75 hein

young prism
#

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?

upper yacht
#

blender

young prism
#

alright, thanks

kind root
#

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...

calm spade
#

people are small

kind root
#

ok, thanks. It seems like it's either small anime avatars or 'normal' avatars of other kinds, lol.

echo trout
#

my avatar is 120

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so height aint matter

proper grail
#

120 inches?

visual marsh
#

cm

drowsy venture
#

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

heady smelt
#

good luck using cloth to make hair move

languid quartz
#

Cloth is also fairly performance heavy on high poly stuff so it should only be used on low poly objects.

drowsy venture
#

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

languid quartz
#

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.

drowsy venture
#

where should i look in that profiler?

languid quartz
#

Most likely CPU as Cloth and dynamic bones most likely run on the CPU.

drowsy venture
#

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

languid quartz
#

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

drowsy venture
#

idk what batches mean, but hair with cloth adds 3 while the same hair with DB adds 6

languid quartz
#

Likely draw calls

#

hmm how many polygons is the hair you're using the cloth on anyway?

drowsy venture
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more than 200 ๐Ÿ˜„ i have just made it and havent decimated or optimized in any way. right now its 12k

languid quartz
#

oh yeah that's not good for cloth

drowsy venture
#

i know, but that wasnt my question really

languid quartz
#

If you optimized the hair to be lower poly cloth could be viable but currently you're likely better off using dynamic bones.

unreal plover
#

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

near quarry
#

I have a problem with my avatars eyes

calm spade
#

They might not be weight painted

proper grail
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Eye rotation limits set up for 360 vision

sweet mason
#

Hah

near quarry
#

the weight paint looks fine

sweet mason
#

They are parent not to the head that is

near quarry
#

ooo forgot about that

#

yes that was it

#

ty

near quarry
#

how do I keep my dynamic bone skirt from clipping in my avatar when i move?

heady smelt
#

you don't

near quarry
#

really? I guess just turn it off then

tame ridge
#

@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)
jovial grail
#

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

lunar veldt
#

guys

#

how can i make custom expression? like you do shift and f2 and it does a sound?

vivid parrot
#

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

calm spade
#

Can you import it in blender first ?

vivid parrot
#

no, the unitypackage file canยดt be found in blender somehow

#

but imma start from scratch again now

calm spade
#

yeah blender imports fbx

heady smelt
#

you don't open the unitypackage in blender

#

just the fbx file

#

which is the model

vivid parrot
#

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

calm spade
#

You tried to make a tank a humanoid character ?

vivid parrot
#

no, just a moving box

#

after i tried making a humanoid avatar

calm spade
#

yeah that doesn't really need to be humanoid

vivid parrot
#

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

calm spade
#

Not everyone can succeed on the first attempt, don't worry about it

vivid parrot
#

so, iยดm currently reworking my tank and half of the hull is stuck in the floor. any ways to solve this?

serene aurora
#

u have to respawn or exit and relog in to vr chat @vivid parrot

stable birch
#

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

calm spade
#

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

stable birch
#

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)

calm spade
#

Did you delete the nodes and re-add them in the node editor ?

stable birch
#

No I just checked use nodes and then made it use the right material

calm spade
#

Cool, so now do what i suggested

stable birch
#

so yeah

calm spade
#

that's not how textures work

stable birch
#

I'll try fixing it

#

I just picked a random material btw

#

for the image

calm spade
#

if they don't have a proper texture then they'll be 32x32 by default

stable birch
#

I'll make a atlas image and move the uvs myself since it still doesn't work

calm spade
#

It works if you have a proper node setup

#

If you only have the texture then that's all you need to add

vivid parrot
#

u have to respawn or exit and relog in to vr chat @vivid parrot
@serene aurora thanks, Imma try that

vivid parrot
#

doesnยดt work, i actually spawn in the floor

craggy basin
#

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
#

not from blender

#

get a fur shader or do fur cards

#

@craggy basin

#

aka hair cards

craggy basin
#

Then you just erase the tips to make it look like fur strands right?

jovial grail
#

Yeah you put a transparent texture on it

#

Then scatter them on your mesh and it gives a good illusion

serene mantle
#

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

proper grail
#

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

serene mantle
#

oh smart

#

I tried exporting as fbx but no luck on importing that into unity

calm spade
#

screenshot your model in blender ?

serene mantle
#

ah it's the decimate modifier, no duh

#

of course the decimate modifier removes shape keys

#

duhh

serene mantle
#

and subsurf

amber hemlock
#

Convert to quads, dissolve unnecessary edge loops. Re-triangulate if desired. Result looks way better than decimate, and your shape keys still work

fleet steppe
#

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?

proper grail
#

ye, two entirely different things just like you said. Processing 20 20 pass fur shaders is where most of our problems are

sick timber
#

@fleet steppe 4 1024x1024 textures is about the same in memory of 1 2048x2048 texture.

calm spade
sick timber
#

More what Ruuubick said than I did.

fleet steppe
#

Well then that sounds like they are comparable

sick timber
#

Basically keep both low.

#

Especially materials

calm spade
#

Atlasing = nice

fleet steppe
#

Well I already knew that

near quarry
#

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

tender sundial
#

there's no way to economise if I want the same audio clip to play from two different locations, is there ๐Ÿ˜ฆ

calm spade
#

two audio sources ?

tender sundial
#

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

calm spade
#

You can have as many as you want as long as you turn them off when they're not in use

tender sundial
#

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

calm spade
#

yep, it's all about testing

analog slate
#

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)

calm spade
#

You can afford a few materials

#

as long as it's another atlas

analog slate
#

Yeah my plan B was to separate them by type in 3/4 atlas, would that be better than my current way?

calm spade
#

If you want multiple atlases i'd go with 2K with 100 compression

#

You can make a giant 4K one though as well

analog slate
#

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

calm spade
#

Yeah never use 8K

proper grail
#

Also what are you using the alpha channel for? If its not used try DXT1

analog slate
#

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

jovial grail
#

I'd just split it into a few atlases

acoustic phoenix
#

any chance someone could fix my avatar only need some minor cosmetic changes i will pay but not over $100 without reason

calm spade
#

@acoustic phoenix You can find commission boards everywhere, but discord is not the place

acoustic phoenix
#

nvm then it's not worth it

heady smelt
jovial grail
#

wrong material in slot for the face

sturdy socket
#

Wrong material in the bagging area
Please replace item to continue

jovial grail
sturdy socket
heady talon
#

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....

heady smelt
#

wrong material in slot for the face
@jovial grail not actually, this is the correct material

modest slate
#

then wrong texture map on the material?

proper grail
#

Thats a zoidchi with an opaque texture on the transparent parts. The blush, fluster, and forehead sweats

jovial grail
#

Wouldn't left and right part of the texture be mirrored then?

proper grail
jovial grail
faint dragon
#

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 ๐Ÿ‘‹
https://docs.google.com/document/d/1W5KFa_aszCMrJaFD8mb9a-GHYO4X4S9M63GjM4UwuEw/pub

heady smelt
#

the process is still the same

jovial grail
#

but you should look at a more up to date resource, like a YouTube tutorial

faint dragon
#

alrighty ill look into that
thanksthanks ๐Ÿ‘

forest orchid
#

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.

sweet mason
#

Change the idle animation

forest orchid
#

hmm where i can found this option? i m just started in unity sorry :p

sweet mason
#

Gesture overwrite

jovial grail
#

Do you mean in unity or the final pose ingame

forest orchid
#

the final pose ingame

#

I can definitely find out where it is.

jovial grail
#

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

forest orchid
#

ok

woven fable
#

What is better. 8 materials with 512px size or 2k one material

calm spade
#

always the least amount

#

atlasing is best

woven fable
#

Next how VRC handle toggling meshes

calm spade
#

really well

#

you just set it up in an animation and enable it through a gesture