#avatar-optimization

1 messages · Page 64 of 1

proper grail
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Android doesnt allow for dynamic bone scripts or constraint scrips even if they are warning'd out, check for those along the armature

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but it should work at this point, odd

open kestrel
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can i send this to someone to help me optomize it?

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or some kind of quest optimizing thing

buoyant holly
open kestrel
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in cats?

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i just got blender a bit ago but i dont know how to properly import the avatar

buoyant holly
buoyant holly
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somewhat as toon shading has a differentiating style then what the unity standard Shader or blender would be out putting

acoustic latch
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Should somewhat, if your normals are wrong it would make smooth shading in Blender look off and would probably have the same issue in Unity unless you have it calculate normals?

heady smelt
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I ended up using one of the other prefabs in the model pack because the first SFW one didn't work, seems like you

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you're using the alt one but might have the same issues.

mossy stump
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I finally have the chance to work with a fully rigged face again.
Nearly 100 bones for just the facial rigging.

I'm wondering what best practice is to do in this case.
Just animate the face bones in Unity to make my facial expressions, or generate shape keys using the bones and then dissolving them all to nothing.
I'd be creating a pretty large set of shape keys through this though since I like having variety.

I understand that in the past everyone continued to say shape keys are best, but there has been a tide against shape keys for everything, particularly when it comes to props and toggles. I am now unsure how the community stands today.

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Funny reference

buoyant holly
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shape keys for facial expressions are less trouble as they're not like constantly toggled on

heady smelt
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Apparently working a skin i finished

ruby isle
thorny jasper
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I see some tutorials going from VRoid models to VRchat. Does this generally result in piss poor performance models or is what VRoid generates considered light?

acoustic latch
buoyant holly
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there's some optimizations you can do in VRoid as it has a built-in material combiner and and a button for deleting completely transparent triangles

thorny jasper
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Alright, thank you. The tutorial I'm following along with is PHIA's "all Blender fixes and more" tutorial from 3 months ago so I'll keep going and see where that lands me

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I'm just cautious about adding yet another "Very Poor" performing avy to the mix y'know

radiant shadow
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Very poor can be all over the place tho, some are okeyish , then there's that , well my pc gonna explode if i see that (5000+ materials)

buoyant holly
thorny jasper
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Ok so the PHIA tutorial didn't mention anything about combining the various textures into one but I'm going to assume that's really important

buoyant holly
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yes that's definitely quite important as less materials the better for performance

jovial grail
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You can try the cats bake feature in blender that should do it all for your with potentially good results

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both in reducing material count and optionally other stuff

thorny jasper
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Yeah I baked it into 1 material and literally everything was perfect

echo geyser
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Why do I feel like a god after getting a Legacy avatar from 3 skinned meshes to 1 and 1 material with all the detail textures all with it atlased?

buoyant holly
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because you did a good job of optimizing

echo geyser
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The AFK avatar was giving me trouble with optimization, now I know that paint.net has my back.

onyx harness
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You’ve done better than 99% of creators.

echo geyser
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I only wear Legacy avatars, I don't wanna just make the quest ports of them and have them not be more optimized than the original, except for Nikei, he gets his materials on PC

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I really do care for the old game, why not make it better

knotty saddle
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If I have a Quest avatar with everything reduced to 1 material and a compressed file size under 0.5 MB, is it okay to have the one texture used be 2k instead of 1k as recommended? Or is there another important reason to avoid it?

heady smelt
knotty saddle
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Thanks!

echo geyser
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In my case atlas makes it super low res so I just bump it up to 4k and compress a teeny bit and its at 1-3mb

buoyant holly
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you have a screenshot of the atlas so if I can see if there's anything unusual with it

ruby isle
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Remember that Crunch Compression will uncompress the file to memory though, so even if the compression is 1mb, it could uncompress to 10s of MB

echo geyser
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I know, I've read the documentation, at least it keeps it a bit under while uncompressed which is all I need.

echo geyser
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AFK reduced to 1 mats/mesh, nevermind ❌

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X/Y Bot reduced

echo geyser
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Do you need help or you were just saying?

verbal bough
heady smelt
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For fallback models, can I simply just upload them as fallback and then use that fallback model while using any avatar I have in my library?

heady smelt
heady smelt
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Yup

bright willow
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Who pinged me?

buoyant holly
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a bot

undone musk
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what about me?

echo geyser
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optimize the teeth to go into 17k polygons, so much

steady spoke
vocal zephyr
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how much materials is max before avatar move from medium to poor?

vocal zephyr
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if i opmtimized every thing but materials would it still be count as poor avatar?

buoyant holly
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yes

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but it's also not too terribly tricky to combine materials together

vocal zephyr
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i guess i can try mess with dynamic bones reduce alot of em

buoyant holly
echo geyser
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I had trouble wiith normal maps but nikei is one material and normal mapped as of now

heady smelt
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any good tools to lower polygons on vroid models

heady smelt
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blender ig

queen junco
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Normally 4K images are up at 20-30 mb

buoyant holly
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and it also has a checkbox to delete any fully transparent triangles so you can make all the body under the clothing transparent and it'll delete those triangles when it exports

heady smelt
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allright

buoyant holly
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question are you trying for a quest build or just be more optimized in general

echo geyser
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Got nikei from 11mb to 5, his actual size is like 16mb

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And I notice 0 artifacts on pc, on quest for my world i see more artifacts with same conpression rate so idk about avatars

radiant shadow
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How big is that texture, cause i can do 2k way lower then that, with high quality

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0.5mb for 2k

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quest fallback size >

echo geyser
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I was typing on my phone and forgot to send it

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I use atlases and when I import it looks to like shit

radiant shadow
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This is 1 mat/atlas 2k , with 0 compression it goes from 0.5mb to 0.3 (but tad blocky then)

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av is 9k poly tho

echo geyser
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I have normal maps to worry about on some, removing them for quest though

ruby isle
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It's actually 4x as much data

buoyant holly
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this is not related to Avatar optimization in the slightest

nocturne coyote
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i'd like to convert a vroid model to be optimal for quest is that possible?

heady smelt
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Im not sure exactly how to do that w the new VRoid with new UI but it should be generally where it used to be

nocturne coyote
heady smelt
buoyant holly
dense bramble
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what's the best way to reduce polygon count? I want everyone to be able to see my avatar, currently very poor performance..

nova hornet
buoyant holly
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Edge Loop dissolving would probably result in cleaner topology than using decimate

dense bramble
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decimate isnt doing anything

buoyant holly
nova hornet
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Also this will go over some stuff

dense bramble
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I think the hair at 119k vertices is probably my biggest killer rn

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the hair is 119k/141k of these vertices

nova hornet
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This also goes over disolving edge loops

buoyant holly
dense bramble
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I dont wanna lose the detail though.. :/

buoyant holly
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if you do it properly you're not going to notice the difference

nova hornet
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I bet it doesn't have enough detail to justify that

buoyant holly
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would you mind sharing a screenshot of the wireframe of your hair

nova hornet
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Btw I'd recommend setting the status bar settings to have these
so you can see the polycount etc in blender easier

dense bramble
nova hornet
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Mainly "Scene Statisics" I think(?)

dense bramble
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yeah I have that on

nova hornet
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Doesn't look like it

dense bramble
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top left corner

buoyant holly
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out of curiosity where did you get the hair

dense bramble
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deviantart

nova hornet
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You should be able to see something like this in the bottom right

buoyant holly
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that would explain why it has too much

buoyant holly
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you could probably dissolve a lot of loop off of that and not notice any difference

dense bramble
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Try the loop dissolve method?

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oh goddd...you have to manually select them?

buoyant holly
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maybe first make a duplicate of the hair and see if decimate works okay

dense bramble
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decimate or degenerate..?

buoyant holly
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decimate

nova hornet
dense bramble
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ok turned it on

buoyant holly
dense bramble
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removed 98000 vertices

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hair is now only 21000

buoyant holly
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that's still a bit unnecessarily heavy but not completely stupid now

dense bramble
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what I wanna know is how I still have 160k...

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ah..

buoyant holly
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I suppose you could try merge distance on the rest of your mesh

nova hornet
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Hey, I remember having a script for unity that would show filesize of an avatar after uploading but I'm not finding it now
Any ideas?

buoyant holly
dense bramble
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before decimate

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after..oof

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merge by distance* not decimate

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uv maps went "aight imma head out"

buoyant holly
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perhaps use a smaller merge distance

dense bramble
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it does that even at .00001

buoyant holly
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I guess see what happens if you add a zero at the end?

dense bramble
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same

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maybe i could redo the UV..?

buoyant holly
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it doesn't look like the uvs are messed up to me it looks more like the normals are kind of goofed up

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and out of curiosity how much triangles does the rest of the Avatar have if you take out the hair

dense bramble
buoyant holly
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okay that's good to know

dense bramble
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19,559 without the hair

buoyant holly
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wonder if I might be easier to find more optimized hair?

dense bramble
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its so hard to find good male hair

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or..male ANYTHING

buoyant holly
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yeah folks do focus on female Avatar quite a bit

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maybe we should see what happens with the hair if we decimate instead of merge by distance

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and perhaps not for this Avatar but next time I might suggest https://vroid.com/en/studio as it's a lot easier to manage hair in that software

3D Modeling, for Everyone! VRoid Studio is an application to create 3D models of humanoid avatars (characters).Create original characters on this intuitive and highly Adaptable Software. Easy to use for everyone!

dense bramble
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mesh > clean up > decimate

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it wont let me increase the ratio

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oh it goes backwards..

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BRUHHH

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thats even worse 😭

buoyant holly
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okay that's very weird with the hair

dense bramble
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guess ill try that program then

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is there hair that looks like this..?

buoyant holly
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yeah I quite like that software as you can handle a whole Anime Avatar with just it

dense bramble
buoyant holly
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the quest cannot run Dynamic bones

dense bramble
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Ooofff..

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so can I not use dynamic bones if I want quest ppl to see it...?

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or can i make a question version that just doesnt have them

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@ me if u respond pls

buoyant holly
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so you can upload for the quest version a even more optimized version of your avatar with like features missing like no Dynamic bones

dense bramble
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ok ill have to look into how to do that then

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can they see poiyomi?

buoyant holly
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basically the quest is a cellphone so there's a lot of stuff it can't do

dense bramble
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im so glad i have an index 😭

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just sucks for my friends

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Can I export only the hair from vroid?

buoyant holly
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but if you know what you're doing you can probably make an avatar that doesn't look too terrible for the quest users

buoyant holly
dense bramble
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i chose male

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and its only showing female hair lol

buoyant holly
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the hair has no gender on it

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scroll down to the bottom to get shorter cuts

dense bramble
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this is the most male looking one there is

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id like something kinda how I have now

buoyant holly
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it has built-in editing tools to modify the hair

dense bramble
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oooh

buoyant holly
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you can make like a completely custom hairdo from scratch if you want

dense bramble
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ill pass, im a noob 😂

buoyant holly
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honestly I might suggest doing your next Avatar entirely in vroid as it gives you more control compared to grabbing MMD models

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@dense bramble maybe this hair might be a better match

dense bramble
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looks perfect ty

buoyant holly
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yeah and there's built-in sliders that control how much geometry the hair uses

dense bramble
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oooh

buoyant holly
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and I might suggest for learning the software to try to like replicate the look of the mmd avatar

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as it's a lot easier to change out stuff if it's a Vroid

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like if you just want a different shirt you just click on a different shirt instead of having to mess around with weight painting and rigging

dense bramble
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interesting..

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oh..

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I like being able to use the stuff on deviantart and cough OTHER VRC ASSET SITES

buoyant holly
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yeah but a lot of those assets end up breaking somebody's terms of service which could put your account at risk of banning

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especially from the cough place

dense bramble
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somebody as in..vrc or the person that made them?

buoyant holly
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by breaking the terms of service of the creator of the model you break vrchat storms a service

dense bramble
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bruh

buoyant holly
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because you are uploading content you don't have the proper rights for

dense bramble
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they shouldnt upload it to the public if u arent allowed to use it

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but ig common sense aint so common anymore

buoyant holly
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when they uploaded it they were expecting it to be used in MMD as vrchat wasn't invented yet

dense bramble
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F in the chat

buoyant holly
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Vroid has none of those licensing issues

dense bramble
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vroid is just like..a super super super basic thing tho like, i wanna have shirts with band names etc

buoyant holly
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Nothing is Stopping You from putting those logos on shirts

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Vroid has a full-featured texture editor

dense bramble
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what about UV mapper..?

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can it export to fbx?

buoyant holly
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it exports vrm

dense bramble
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can you import vrm with cats?

buoyant holly
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yes

dense bramble
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pog

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ty ty ill def look more into vroid then

buoyant holly
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yeah it's a heck of a lot easier to optimize as well vroid

dense bramble
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sweeet

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quest is no animated materials or anything then? just basic as basic gets

dense bramble
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@buoyant hollyHow do you even import custom preset hair?

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its in the folder and all but like..

buoyant holly
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I'm not quite sure as I haven't tried that before

dense bramble
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oh

buoyant holly
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sorry for making a suggestion before try it myself

dense bramble
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no no its ok

buoyant holly
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in the meanwhile I suppose you could try importing these viroid files

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VRoid公式キャラクター『AvatarSample_C』です。 https://hub.vroid.com/characters/1248981995540129234/models/8640547963669442173 Vroid Studioの正式版1.0でサンプルがついていなかった(廃止されてしまった)ので、旧バージョンからコンバートしてダウンロードできるようにしました。 利用条件は公式に準じます。 当方はVRoid Studio及びリリース元pixv様とは何の関係もございません。 問題があっても自己対応でお願いします。 【使い方】

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as that would get you hair

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sorry if it's a little clumsy at the moment there is a major version change recently

dense bramble
buoyant holly
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oh dear

slow cosmos
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Hello. Need some help. Not sure if this is the right channel. I'm trying to use the texture atlas tool in CATS for Blender and it says its not installed, but when I try to install it, the webpage is not found. What should I do?

buoyant holly
slow cosmos
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Thanks. 😄

slow cosmos
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One more quick question. Now that I have the material atlas in Unity, what do I do with it?

buoyant holly
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applied to the version of your avatar that's been atlas

slow cosmos
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How do you apply it? I can't just drag it over like a texture, it just covers the body. Do I make a material with it?

buoyant holly
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yes you need to make a material and did you export the version of the Avatar that's been that atlas

slow cosmos
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Yes

buoyant holly
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cool

slow cosmos
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So, I was going to say, I found the video about atlases, but it only told me what it was and not how to use it.

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I have the material with the atlas texture.

buoyant holly
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you apply that material to the avatar

slow cosmos
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I did, but it just covers the avatar like a tiled texture, everything is out of place. Is there a specific shader type/

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?

buoyant holly
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are you sure you exported the version The Avatar with the atlas

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could I see a screenshot of your material settings

slow cosmos
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In CATS, I just hit export model, gave it a file name and hit 'export fbx'.

buoyant holly
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does the atlas texture display correctly on your avatar in blender

slow cosmos
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it appears to, but I don't know if I'm looking at the atlas or the imported textures.

buoyant holly
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would you mind calling me on Discord so you can screen share so I can check

slow cosmos
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Sure.

heady smelt
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Anyone got a working avatar material combiner?

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Blender 2.93.1

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I just want something that will automatically atlas my avis

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Also is vrcat.club a dead site now or is it just down temporarily?

lone tiger
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It is down since a week or so.

dense bramble
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uhhhhhhh excuse me wot

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🤔

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no way thats right

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ok now its saying 44744

buoyant holly
lone tiger
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Alternatively use autofixes above that. If you don't see any then you need to update your VRCSDK.

jovial grail
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It kinda annoys me how they made it just display that number and no custom message for that specific value

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Generating confusion and wasting our time answering this question 100 times a day

last ginkgo
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In unity

ruby isle
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It uses the max because they can't use the minimum or else it'd throw off the performance rank even more (you could then have millions of actual polys but it'd display as excellent for 0 or negative polys) and without the ability to grab the actual poly count they have to use something

jovial grail
rough whale
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anyone know how to make a avatar go from very poor to good? the creator of the avatar im trying to optimize sent me their base model files for me to optimize it for specific reasons, but idk anything about optimization lol

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on the other hand it'll take them a while for them to even work on it

jovial grail
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depends on why it's very poor

rough whale
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puppet customization

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useless weapons and wing activations

calm spade
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What are the stats showing in the SDK window ?

ruby isle
rough whale
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Instead of saying that, there’s a point of this channel

ruby isle
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What I mean is, this channel isn't about teaching you everything about optimization. It is for tips on it. If you know nothing about it, I'd honestly suggest you to hand it off to someone who does, or look up some tutorials which will teach you a lot of the basics for it

gray night
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does anyone here do simple commissions? i have the link to the avatar i want i just want the colors changed

fervent light
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Does anyone know why my quest compatible avatar doesn't show for my friend on quest 2 even though they have shown my avatar? They just see my fallback

heady smelt
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nah

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show me it

verbal bough
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Hello comrade weebs

scarlet cape
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Dynamic Bone Updated to 1.3.0 will it still work in Vrchat?

languid quartz
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huh, one of the release notes for that looks interesting.

Use multithread to improve physics simulation performance.

blissful quiver
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Also would the blend weight prameter make is so that avatar components with bones won't, say, drag behind while walking?

proper grail
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Dragging when walking and moving is controlled by inert

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Dragging when rotating is partially controlled by stiffness, as colliders will still bend a fully stiffened bone chain

blissful quiver
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Hmm okie

elfin inlet
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It's a cool update but with vrchat set to update to their own system its prolly too late to matter

cloud kraken
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did anyone try uploading an avatar with the updated Dynamic Bones already?

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causing any problems?

buoyant holly
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that wouldn't necessarily do anything immediately as when you upload the Avatar you're not actually uploading your instance of dynamic bones it is referencing like the copy of dynamic bones in your vrchat install so vrchat would need to update first

onyx harness
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Plus dynamic bones is used a lot outside of vrchat so it’ll be good for all those developers/creators too

radiant shadow
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Need those new permissions for the physbones ( i guess) and thats not comming for awhile, you dont want everyone to be allowed to touch em

glacial flint
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@visual oar do you know to to fix my avatar keeps sticking her tongue out and bandaids appear and disappear on her cheeks. In VRchat using quest

static rampart
buoyant holly
cosmic plover
# buoyant holly

Don't they just need the thing in the assets for dynamic bones to work?
Why not just update the asset and push update?

heady smelt
forest hollow
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Does anyone know where the default animations are stored and if they can be edited in Unity? Or more specifically, I want the timings for the Thumb's Up animation.

Like in this window:

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Well not timings, the coordinate positions rather

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This is possibly an sdk2 thing hmm

lone tiger
forest hollow
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Ah thanks!

dense olive
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Hello, everyone. I want to know whether it will help if I make animations to disable certain unused dynamic bones while changing dress. For example, when I am wearing dress1, I could disable DB of dress2. Surely I know the best way is to upload avatar with different dress separately, I just want to know whether it helps to disable DB in game.

lone tiger
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It helps, since dynamic bone limiter theoretically takes into account that you enable/disable scripts.

dense olive
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Thank you a lot! I get it

lyric void
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In blender when you combine the atlas, has anyone run into an issue where it's combining textures from a different model? I'm working on my second avatar and when trying to export the atlas it seems to use the textures from the first avatar I made instead of combining the textures from the one I'm working on now

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Can confirm, it is using the textures from the previous avatar I worked on. Anyone know why this is happening plz @ me

nova hornet
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Hey, where is the stats button in unity 2019 for play mode?
Edit: NVM am blind it's in game not scene

nova hornet
cunning hemlock
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Throwing this out there, this is a pretty amazing tool for decimating directly in Unity (and there is a sale now so its half-price too)
https://assetstore.unity.com/packages/tools/utilities/poly-few-mesh-simplifier-and-auto-lod-generator-160139
It keeps blend shapes and everything, and the decimated meshes is saved as separate mesh assets so pretty easy to switch back and forth with the original.

Use the Poly Few | Mesh Simplifier and Auto LOD Generator from Brain Fail Productions on your next project. Find this utility tool & more on the Unity Asset Store.

calm spade
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@normal nova Any plan on letting people adjust the uv island margin for the bake ? Is it 16 currently ?

marble rain
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is the new Dynamic bones version working with Vrchat?

buoyant holly
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nope and they don't plan on updating it because it would be waste of time because it would be replaced anyway with physics bones

marble rain
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nvm i just saw it

heady smelt
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is there any specific reason not to have textures that are relatively much longer or taller? I have ended up atlasing my textures in a way where it ended up being like 2048x5120

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This is so I dont waste space if I tried to keep it square yk

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or does unity still render it like a 5120x5120? It wouldn't right?

heady smelt
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Can anybody help me with creating a Texture Atlas?

I need to know if Valve Material Files are compatible with shotariya's Material Combiner.

Because every time I try to create the Atlas it doesn't seem to work properly.

odd mortar
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I was wondering why my computer froze for a solid minute while I remeshed my knife. And then I entered edit mode...

heady smelt
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at least you didnt crash lol

acoustic latch
heady smelt
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ok, I'll look into that. Thanks a lot

odd mortar
heady smelt
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fck remesh sometimes

odd mortar
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I'm currently looking for a better alternative. Cause that shit just aint gonna work

heady smelt
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i tried using instant remedh becuase its free but my model had random faces gone when it was in the tool

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normals were fine and everything I even imported the obj (also tried ply) back into blender to make sure everything is fine first then rexport

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the good ones are paid so

normal nova
calm spade
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Just wanted less space wasted overall since a ton of singular islands were created, that plus the margin inbetween them all it basically ate the whole uvmap

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Ended up doing an entire manual bake so it's not needed for this model anymore but could be useful overall

normal nova
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Generally speaking you should try to have as few islands as possible if you're worried about uv utilization, that's what I added the 'manual' unwrap mode for

calm spade
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Worked on this for the past few days, managed to be under 15k and 2 mats

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Relied on Marmoset heavily though

jovial grail
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horny

nova hornet
# cunning hemlock Throwing this out there, this is a pretty amazing tool for decimating directly i...

download https://github.com/HhotateA/AvatarModifyTools/releases/tag/v1 # にゃんにゃんメッシュエディター(MeshModifyTool) alt VRChat用アバターの着せ替えなどを想定した,UnityのEditorで簡単なメッシュ変形ができるツールです. ## 導入方法,使用手順 1. あらかじめアバターアップロード用プロジェクトのバックアップを取っておく. 2. MeshModifyTool.unitypackageをUnityProjectにインポートする. 3.

clear heron
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So I’m semi new to world creation, I don’t do it much… but isn’t the standard shader really heavily unoptimized? Is there a way to optimize it? Or a shader that looks similar and more optimized?

clear heron
crisp ermine
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No worries!

lavish nexus
#

Having a hard time atlasing this texture-less model. It always turns out white. What gives?!

#

I'm guessing it has to do with the "toon bdsf" shader

#

Nevermind. It was the Toon bdsf. It looks like the CATS tool has a hard time atlasing meshes with that particular shader

lone tiger
#

Yeah, it seems to work well only with Principled BSDF

keen mural
#

Hey does anyone know why my sdk building menu is blank?

ruby isle
keen mural
untold lance
#

I purchased an avatar with VRMSDK3 compliant settings, and uploading to VRCHAT and operation are perfectly fine, but I have to convert it to VRM format (licensed) before using it for distribution on Luppet. It will not be.
When I output with UniVRM, the data of the avatar rig is broken. Do you know a good solution here?

ruby isle
keen mural
#

How?

ruby isle
#

Open the console window

#

It's at the bottom

late carbon
proper grail
#

if missing that button, update sdk from a version newer than last february

shadow elbow
#

Can someone help me with a small avatar bug that can be fixed in unity? In a vrm file.

loud delta
#

rindo plz

lone tiger
# loud delta rindo plz

Yes... she is so goddamn cute, but even her naked body with long hair mesh is almost 60k tris.😭

heady smelt
loud delta
#

The new golf outfit added even more meshes and materials and dynamic bones

heady smelt
#

Bruh how is it legal to sell it in that state

#

cant they just find someone to optimize the public model before sales

loud delta
heady smelt
#

Retopo tho 👀

#

i will forever simp for retopo over decimation

loud delta
#

What's that

heady smelt
#

Its when you can turn a model with horrible topo and remake it basically in quads

#

there are automatic tools

#

and manual tools

loud delta
#

it took me an hour to find edit mode in blender

#

another hour to press n for the addons menu

heady smelt
#

uhh maybe retopo isnt for you then yet heh

#

surprised you got it down to poor w/o knowing much

loud delta
heady smelt
#

if you want to start learning optimization you can learn optimizing material slots via texture atlasing, you should learn the manual way, CATS automatic is shite for beginners to suffer with

loud delta
heady smelt
#

is that bad or good

loud delta
loud delta
heady smelt
#

Sussy

#

sounds intentional

loud delta
#

i wish, i only found the "show face orientation" button days later

heady smelt
#

its a fun button

lone tiger
#

Even though I will do something in Blender with my own Rindo, she will stay Very poor. I just can't get rid of these 26 particle systems and 16 audio sources.
I still have my good rated Eyo.😌

heady smelt
#

u can always seperate her into 2 diff uploads

#

half the fun but twice the performance * terms and conditions apply

lone tiger
#

26 particle systems are extensions for facial expressions, while 16 audio sources are voice lines.

ruby isle
heady smelt
ruby isle
heady smelt
#

hm thats interesting then

#

i want to test that but slep but il do it eventually

unreal plover
#

Blender's tris to quads is pretty unreliable

sick pelican
#

Hey i've got a question, which method is the most optimized for toggles?
Invisible material, Separate mesh that can be enabled or disabled, or single avatar mesh and the toggle objects have a blendshape to hide them inside the body in a tiny size or something (like the glasses you always see on mmd models)
Or perhaps there is another method I don't know of that's even better than these?

unreal plover
# sick pelican Hey i've got a question, which method is the most optimized for toggles? Invisib...

Depends on multiple things:

  • For non-skinned low vert objects (300 verts/900 vertex attributes) it's best to have them share the same material which allows unity to dynamically batch them. (Does not get reflected in VRChat's performance ranking)
  • For clothing that can be atlassed into the rest of the avatar, a shader based approach is best (cutout masking/s-ilent's SCSS shader), since you'll be on the minimum material slots anyway.
  • Alternately, you can use bones for small props and scale them to 0 when not needed. It's annoying to setup for clothes tho.
  • Small skinned props are okay with shapekeys, but shapekeys add to filesize (grows with: numbers of vertices * number of shapekeys).

Probably best to read more here:
https://gitlab.com/s-ilent/SCSS/-/wikis/Manual/Inventory-System#how-does-a-shader-based-system-compare-to-other-methods

buoyant holly
#

the downside with this Shader approach is your avatar might look pretty goofy to folks who have shaders disabled

unreal plover
#

That's why you gotta make your avatar very poor on purpose and use a fallback with only one outfit 😏

buoyant holly
#

I would note that shaped Keys also have performance implications in addition to file size "Shapekeys
Each active shapekey makes a mesh a lot more expensive to render, regardless of how many verts it affects, and the more active shapekeys, the slower the skinning process gets.
Surprisingly, this gets much slower than you'd think. Tests showed framerates getting crushed with high-poly meshes using a single shapekey, and the costs increased dramatically as more keys were active. This is not ideal if all those extra polygons are just there to be hidden.
Also, even if you use a shapekey to shrink your clothes, the armature movement will still move it and cause it to spike out. Not ideal!" from the article you linked

fresh crown
#

Question: in theory, how bad would it be to have an avatar with 4-5 different materials? I'm in love with the idea of using color sliders from vrchat's 3.0 avatar SDK for my avatar's eyes, hair, and clothes... but that would require at least 4 materials to do (base body atlas + hair + eyes + clothes). 5 materials total if I want to add some props and atlas em

I've seen some avatars running around with 11+ so I think I might be okay? But is it detrimental to the community enough that I should scrap the idea altogether?

buoyant holly
#

question are you talkin PC or a a quest Avatar

fresh crown
#

definitely PC, I know on Quest you're supposed to have 1 lmao

buoyant holly
#

I think that would be okay as I would put you at medium rank Avatar but maybe see if there's an option in your Shader to use some texture masks to section off the different parts to be colored differently so it could use less materials but it wouldn't be the end of the world if you have to use 5 just might recommend making a second version of the Avatar with no color slider feature for parties

fresh crown
#

ah wait hang on I'm stupid, there's a way to do texture masks to section things off when using unity shaders?

buoyant holly
#

that would entirely depend on the Shader

fresh crown
#

I'm completely open to using whatever shader has that ability if you know of any. I got it in my head that I had to have a different material for anything that needed to be recolored

buoyant holly
#

I don't use a whole lot of custom Shader so I wouldn't know which ones to recommend

fresh crown
#

yeah, poiyomi was the one I wanted to use. Brought my 2mat atlas avatar into unity and when i saw all the cool things the shader could do, i knew I wanted to use at least a few of the features on my avatar

buoyant holly
#

then yeah definitely go poke around in the Shader to see if you can use texture masking to handle the colors

loud delta
#

does turning off the mesh with a toggle also turn off any dynamic bones, or should those also be turned off

proper grail
#

Unless the dynamic bone script is on the mesh thats being toggled, gonna need to turn that off too

loud delta
acoustic latch
#

The script can be anywhere, you just have to set the bone for it

knotty saddle
# buoyant holly I would note that shaped Keys also have performance implications in addition to ...

This is interesting, I wasn't aware of this. So if you're on quest where the shader option is not viable, constraints are disabled, and you can't afford to have separate meshes to hide anyway - is there a better solution than shapekeys? Does it have to do with the workaround involving the generation of un-normalized bone weights that the article mentions? Or is the answer simply "don't use toggles on quest"?

buoyant holly
#

don't use toggles on Quest would probably be simpler and more efficient

#

but if you must have some toggling for like props go with like scaling bones

knotty saddle
#

That's definitely a bummer, but I guess it's one of those instances where it's good to know that the performance ranking doesn't tell the whole truth.

buoyant holly
#

it is a little bit hard to robot figure out a performance rank stuff for blend shapes

#

as that's not something where you can just count the number of them and have a rough performance number

#

like as an example having facial expressions be blend shapes is less bad as they're not on constantly whereas trying to do body shape modifications with blendshapes would have them on constantly

#

so if your avatar does come with body shape blendshapes you could apply the shape in blender so it's on by default and then just eliminate that blendshape on a second copy of the avatar for more performance

#

but like I totally get why I like Avatar Distributors would go with body blank shapes that you can modify in game as not everyone can go into blender to apply those permanently

knotty saddle
#

So for the blendshapes that you do use, is it actually more efficient to have them be their own collective separate second skinned mesh so that the body's vertices aren't included, or is the extra draw call always worse? Or is it just a case by case basis that requires testing?

buoyant holly
#

performance-wise it's better to eat the second draw call as that's a lot less vertices being transformed every second with the blendshapes

knotty saddle
#

Good to know, thanks! I really appreciate the info.

buoyant holly
#

".. except when you're using shapekeys!
There is an exception here! Calculating shape keys can be expensive, especially on avatars with more (>32,000) polygons or when running on lower-spec hardware (Quest). If all your shape keys are on your face, it can be beneficial to split your face mesh from your body mesh, and delete all shape keys from your body mesh. This can be a more advanced technique. Because you have more meshes, it may negatively affect your Avatar Performance Rank, but in reality you'll be slightly more optimized. Remember, the Perf Rank system isn't perfect-- it is just a surface-level recommendation system." vrchat notes from their optimization page

#
knotty saddle
#

Aye, aye, another instance where it pays to know the limitations of the performance metrics - must have missed that part when I was first reading the tips (or I was just too inexperienced to understand the meaning, haha).

proper grail
#

I asked very nicely for this button to be added to cats to automatically separate faces with shape key movement and those without, very useful for optimization and debugging.

#

(thank you again!)

#

CATS Blender plugin

buoyant holly
#

yeah that is very helpful

surreal fractal
#

How do I--- I think it said I had too many polygons or something

#

Yeah how do I lessen polygons

buoyant holly
#

would you mind taking a screenshot of the message so I could see how many triangles

surreal fractal
#

I got the triangles down

#

It's just not recognizing it as a humanoid rig?

gritty nebula
#

did you make it a humanoid rig in unity?

surreal fractal
#

Also I downed the scale on the model to be within bounding box and I have no idea if that means it's gonna be dumb tiny

#

No I rigged it in Blender and fixed it with CATS

gritty nebula
#

ohh

#

idk then LOL

surreal fractal
#

Bruh so I fixed that

#

Now it's just

#

"ur upper arms hue hue"

#

"aren't specified"

#

Everything is rigged tho but it says it's nOT

#

I can't put it in T-pose to "map it"

proper grail
#

Fixed it with cats? that button renames a lot of bones, youd need to re-set up the fbx as if it was a new model. From the beginning.

surreal fractal
#

I think the mapping thing is the T-pose but I legit can't put it as a UNITY T pose without a wonk

unreal plover
#

Go to the FBX and configure rig, make sure arms/leg/feet/hands are mapped properly

surreal fractal
#

They are I fixed it

#

There's just one thing that's wrong with the model

#

One middle finger bone went poof

lone tiger
#

Also that hierarchy doesn't look correctly at all.

#

Way too many bones between hips and head

surreal fractal
surreal fractal
#

Re-parented everything by hand to get a new hierarch

heady smelt
#

Anyone would be able to make this quest compatible ?
Im planning to buy the file but its not quest compatible

#

There is public ones that do exist for quest but I want to own it cause it keeps being taken down

surreal fractal
#

You should be able to put it in Unity and use the VRchat plugin to see if there's anything that can be done to optimize it

#

If not you can port it into blender and use the Decimate and gently reduce the number of polyons :)

And then port it back into Unity

untold quartz
#

Do any of y'all have a edds world tord avatar

#

My username is cavfam

surreal fractal
#

I ran out of things to delete in order to get the decimation down without it looking cruddy

#

like 0.8 will give me what I need to qualify for PC without it looking bad

#

but in order to get down to Quest regulations, it's 10,000 faces, which means I have to go down to 0.28 decimation and it would look HORRID, I even had to remove his holster to get closer and it's still bad 😆

calm spade
#

Shoes probably don't need that much given how little they deform

#

10000 for Good rating

surreal fractal
#

well i deleted the foot inside

calm spade
#

You can try Cats addon Quest bake, sometimes it works out

#

But manual will always give the best result

surreal fractal
#

is it possible to add decimation on only the shoes 😅

calm spade
#

Use the decimate function in edit mode

surreal fractal
#

yeah i have te modifier on in edit mode

calm spade
#

No, the actual decimate function, not the modifier, you use it through the search bar

surreal fractal
#

i'll look into it when I get back up :o it's mainly the face it was badly deforming with the lip and eyes

calm spade
#

yeah decimating an entire model like that is asking for troubles

surreal fractal
#

so just to like know ahead of time,

I look up the Decimate function in the search bar, and then what?

#

Do I select the feet vertices and use the function to decimate just the shoes?

calm spade
#

Yep !

surreal fractal
#

One final thing I have to ask ahead of time tho

#

The Avatar Desc-- it's never centered really

#

Like I'll put it on the bridge of those and it just oop out to the distance

#

And the model is centered in blender at the origin and even at the origin in unity, maybe even a slight miscalculation was magnified when I scaled down? I don't know if that could explain it

#

I hope the Decimate thing on the shoes work cause I hated having to remove that holster but I already saved so I'm not jumping through hoops to get it back 😆

calm spade
#

Not sure about your view position issue, screenshots would help

unreal plover
surreal fractal
surreal fractal
#

It's like my view thingy is the side of his head

#

I'm never looking from his nose I'm always looking from his ear?

calm spade
#

Seems like the model isn't centered

surreal fractal
#

okay i'm on blender ow but I don't see where to find the decimate function, i just see tutorials to find the modifier

#

is this it?

calm spade
#

it's the search menu, probably F3 for you

surreal fractal
#

it gave me the same thing that i found

calm spade
#

Did you try it ?

#

you still have the modifier on your mesh too

surreal fractal
#

yes i did a bit back and forth with decimate on hands and shoes an ear lobes

#

then did of bit of smoothing

#

should i center him base upon the midpoint of his model? or should i center him based on where the center of his head is? I noticed his head is like a couple microns off from his feet

#

heck i see some misplaced neck weights on our right when he crawls

neat moon
surreal fractal
#

Here's my guess: he was very big when I exporter him from blender and then I downsized him in unity. Any off-center difference perhaps got magnified when I downsized him so I'm gonna try to make him the same size in blender and unity

#

Other than that the only issue for him on Quest is "unsupported shader 'standard' "

calm spade
#

Also i can see from your blender screenshot that your model transforms aren't applied

#

which explains the offset you're seeing in unity

#

Ctrl + A > All Transforms

surreal fractal
#

this explains why I didn't see a change no matter how many times I tried to move my model around to fix the offset then? Haha

calm spade
#

ye

foggy anchor
#

hey im new to like making avatar so if some1 could lend me a hand tht would be great

calm spade
#

You should probably say what you need help with thumbsup

autumn furnace
autumn furnace
autumn furnace
surreal fractal
autumn furnace
#

Centering in blender doesn't matter

#

At least it's never mattered to me

#

So long as everything is rigged and lined up correctly you should be fine when exporting it to Unity

surreal fractal
#

heck im still looking out of his right ear

surreal fractal
#

either way, moving on, how do i fix this standard thing cause some of the tutorials aren't working for me 😅

radiant shadow
#

ctrl+d , on the material to extract it, then change it to mobile shader

#

plonk it on material slot/drop it on avatar

surreal fractal
#

:O i can't believe it was that easy omg

#

literally all that's left is why the view isn't centered

surreal fractal
#

okay i don't have the video but these are the issues I have left:

view isn't centered, looking out of ear
my hands and head look huge on VR and i donno why
when i tilt my head to a normal elevation, my character is on their tippy toes, do I need to adjust my in-game height through the settings? it's only when i look slightly down that he's flat-footed
my arms, when i have my hands in front of me, are like clipping inside my body by like A LOT

unreal plaza
ivory fulcrum
#

what exactly does this mean? im sorry if this isnt the right channel

#

im trying to fix the very poor rating so it works for more people

proper grail
#

avatar has stuff way off to the side, its these but note that vrc will auto generate one and if yours is smaller than the generated one itll be replaced

#

just a physically big avatar

ivory fulcrum
#

yeah its a pretty big avatar

#

is that a issue or just a scary looking warning

proper grail
#

gonna be stuck at very poor until smaller, atleast .8 or .79 scale

ivory fulcrum
#

the scale is at five lmao

proper grail
#

current scale * .8 it is!

ivory fulcrum
#

okay

#

is the "very poor" rating going to be an issue

#

i dont know how many people have low end

#

Saw a absolutely giant avatar one time and it seems like the whole server saw it

acoustic latch
#

very poor is an issue for quest, as you cannot have it always show very poor. PC not so much as people can force show all very poor

#

but may not always

ivory fulcrum
#

this is not too big

buoyant holly
#

question how tall are you wanting the avatar as a normal human is like 2 Unity cubes tall

ivory fulcrum
#

giant for gimmick

#

put a chair on the hand so i can make someone motion sick

buoyant holly
#

okay then carry on

proper grail
#

just a tiiiny bit smaller

ivory fulcrum
#

yeah i set it to 3.9

#

instead of 4

#

originally 5

#

if thats not too hard to understand, in terms of scale. default is 1

#

is poor okay? not optimal but will that run on quest

buoyant holly
#

depends on the rest of the avatar

ivory fulcrum
#

this is the whole thing

#

i should have posted this long ago

#

one shader keyword by the way
and there is nothing labeled as lowerarm or upperarm

radiant shadow
#

That just means you have several bones in the arms and is not the one it expect to be first (can still work fine) , easy to sort in unity with 1 click (requires a script for unity , or you can do it manually in blender/unpacking in unity <wouldnt)

buoyant holly
trim widget
#

I'm currently making an avatar for the quest 2 but every template I've found has around 15,000 polygons minimum, and the requirements for quest is i think 7000, does anyone know I way to lower that or will it happen automatically when I run it through the vrc sdk in unity

sick timber
#

You can upload more than that, but people will have to manually show your avatar

trim widget
#

I'm currently using vroid to design it

sick timber
#

You'll probably need to take it through blender in that case regardless

trim widget
#

There's a converter to move it straight into unity

sick timber
#

If you're going to do that, still make sure that you export it with one material and optimised settings

trim widget
#

From vroid?

sick timber
#

Yes, I heard from others that you can do that

#

If you can't take it into blender

trim widget
#

It allows you to go down to 2 materials

acoustic latch
#

2 materials should be fine for quest to be in medium I think

sick timber
trim widget
#

Its alot to learn to create an avatar with no prior experience

drowsy imp
#

if i add a point light following an avatar, would that cause any lag problems or any problems in general?

calm spade
#

Realtime lights have a very high cost to performance yes

drowsy imp
#

what if i switch to mixed?

calm spade
#

Mixed and Baked would still be realtime in this case, since they can't be baked on your avatar

drowsy imp
#

aw, ok

calm spade
#

You can change the layers and disable shadows to help a lot with the peformance cost, but it'll still take you down to the very poor rank

drowsy imp
#

the avatar rank would be very poor anyway since it has like 90k polygons, i was just wondering if a point light would make a huge difference with performance, or just a slight difference

calm spade
#

Noticeable difference, but people can also disable it for themselves in their settings so tohrushrug

drowsy imp
#

oh, ok, ty :3

sick pelican
#

Is 5 Meshes and 5 Materials acceptable for an avatar? I separated the hair, head and body because of blendshapes, and the other 2 meshes are each an entire outfit with a manually atlased texture, where I can toggle one specific part of the outfit off for each using an alpha mask. Is there any way I could further optimize while still being able to create toggles without some complex alpha mask system with like 20 variants of a material?

buoyant holly
#

question PC or Quest Avatar

sick pelican
#

PC avatar

buoyant holly
#

that would be a good rank Avatar

sick pelican
#

oh wow really?

sick pelican
#

ah it does have over 70k polys tho, in total at least

buoyant holly
sick pelican
#

I tried my best to remove unnecassary hidden body parts and such but it's still at 83k

buoyant holly
sick pelican
#

Besides the poly count is it good though?

buoyant holly
#

any single item being very poor enough to have the Avatar be very poor

heady smelt
#

Teach em how to edge loop dissolve Rainbow!

buoyant holly
sick pelican
#

Oh wow yeah I didn't think of that, that could be a less destructive way than decimation to lower poly count, thanks

buoyant holly
#

dissolving Edge Loops makes much less of a mess

sick pelican
#

The only issue i'm having is that this particular outfit I put on the avatar isn't allowing blender to recognize edgeloops cuz it's triangulated and the topology is a mess

buoyant holly
sick pelican
#

Thanks!

buoyant holly
#

So hopefully that'll help

sick pelican
#

It does, thanks

buoyant holly
#

maybe after you're done you can go to try Edge loop dissolving on like a single outfit configuration and make a quest version of the avatar and a custom fall back

south whale
#

lmao WHAT! I never knew how to do that!!! I’ve been out here STRUGGLING lol

buoyant holly
#

now you know

heady smelt
#

the more yknow

#

the more you know you dont know

#

then the more you try to know what you dont know till you know it

#

and then by that time its been years

south whale
#

I make relatively complex constraint rigs and I feel like I know MUCH less about computers now than when I started :p

sick tapir
#

much knowledge

heady smelt
#

i dont even know WHAT constraint rig is

south whale
#

I make 4legged avatars that do what you do, without paying ninety bucks for final IK

#

Really I’d rather link my AnyTaurs but they got a super weird linkname I can’t remember, but I can easily remember this one. x) Also they are very optimized so I am on-topic!!

sick tapir
#

is "anytaur" referring to centaur-like creatures that aren't necessarily half-horse?

south whale
sick tapir
#

ah

south whale
#

It’s a free base

sick tapir
#

so i was right kinda

#

half-right

#

middle

south whale
#

You can make any taur or quad with it if you have basic Blender skills, I did all the Unity work for you

#

well almost all

#

The gryphon models were just what I had on hand, so I made a demo double gryphontaur out of them. I am very hopeful the Dynamics update will allow me to simplify some things

heady smelt
sick pelican
#

Hey anyone got any idea why in Blender the model with everything unhidden and selected says it totals at about 68k tris, but in unity with no meshes added the SDK says it's 71k polys?

proper grail
#

quads and ngons get converted to tris by default

sage flame
#

Okay quick question cuz I’m a psychopath.
Is there a way to add that high prescription glasses warp to a surface in blender?

heady smelt
heady smelt
#

its like light distortion or something idk but its related

#

Index of Reflection

#

or refraction hm

sage flame
#

Oh wait. There’s a literal glass effect

#

But I’ll look into those as well

heady smelt
#

both in combination >>>> OP

surreal fractal
#

aight help me here

#

issue: view is off-centered

#

it looks centered in unity,

#

it looks centered in blender:

#

what is going on

proper grail
#

looks like the hips and head bone are not y=0 in blender, and in unity the bones were edited after being set humanoid. Set back to generic, apply, and back to humanoid to fix lil animation issues caused by that

nova hornet
#

Hey, how do I tell VRChat what shaders to fallback to? (When safety settings have shaders off)
I assumed it would fallback to Mobile Toon lit since it's using Poiyomi but seemingly it doesn't

random juniper
dense olive
#

Hello, everyone. I want to know whether there is a performance difference between parenting a sunglass to neck bone or using parent constraint. Would be grateful if anyone could help me.

onyx harness
#

the parent constraint would add the tiniest insignificant hit to performance, so either way is fine.

dense olive
#

Thank you

ruby isle
onyx harness
dense olive
#

Thank you. How about adding armature modifier to a mesh in Blender? For example, if I have an armature and body and a sunglass. The first way is to parenting sunglass directly to neck bone of current avatar, the second way is to add armature modifier, weight paint, export fbx, set avatar, etc. Second way is extremely tedious, but I want to know whether there is any performance difference

ruby isle
onyx harness
# ruby isle Not sure, I haven't used constraints since that update

I made an old avatar where you could see all the hair including the fringe (which is excessively annoying) but I never built on it as the hair would be dragged behind almost torn from the head. It doesn't have that issue anymore so it looks like constraints are a lot better if not completely fixed.

ruby isle
onyx harness
dense olive
#

Well, I definitely will parent it directly to head bone. I just give an example casually to make the question clearer

steady flint
#

Hey friends! Hoping you can help -

After I used the Material Combiner I exported, did the Unity bit, and pushed up to VRChat. It worked (yay!) but had some pretty bad clipping.

I went to go edit it but all the materials being combined made that incredibly difficult. (And I’m past the point of ctrl+z) is there anyway to undo the material combiner? Or do I just need to save an ‘uncombined’ version in the future?

heady smelt
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should always make backups for every big change

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also i dont trust mat combiner to do it because it ususally does it poorly

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manual atlasing is slower but you get immensely better results and you actually know where everything goes

steady flint
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Good to know. This was my first avatar so pretty low stakes. Thanks for the response!

heady smelt
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np

keen pendant
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so I have an entire character using 1 texture, and they have some toggleable sunglasses that I want some transparency on. Is it better to use a low-res mask and just use 1 material with transparency or better to make a separate material for the small transparent part in terms of performance?

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my instinct is 1 material with a mask for less draw calls. but I guess im curious if all the other parts of the model, despite being 100% opaque are still a "transparent material" and if it has to constantly check for that engine side or not idk

proper grail
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You right, transparency is per pixel performance loss so it really just matters how much of a transparent (alpha+ztest iirc) mesh is on screen. Having most of your mesh be opaque or cutout would be better here

keen pendant
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Im also pretty in-experienced on draw calls. would it be better to use the same texture in both materials, where the glasses are just a tiny % and the rest of the texture is "wasted" for the 2nd material but re-using the same texture or would the glasses be better off on their own tiny separate texture

acoustic latch
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Unless those lenses are colored, it is better to just remove the mesh with a 3d model program so there is just nothing there

buoyant holly
acoustic latch
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That too

buoyant holly
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and quest build reasons probably better for it to be just one texture for everything so that you're not having to generate 2 materials on Quest

keen pendant
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lenses are colored but you've all given me some pros and cons

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maybe transparent glasses arent worth the extra cost :9 maybe just leave them opaque

buoyant holly
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probably not going to be the end of the worlds to use two materials on a PC Avatar as that would still put you on an excellent rank as far as materials

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and question how would you be toggling the glasses

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because if it's a mesh toggle you're already having 2 draw calls

keen pendant
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was going to try the scaling joint method

acoustic latch
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if the glasses are their own bone, you can shrink the bone, but you should also be able to just disable and enable the bone

keen pendant
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oh you can just disable too? cool

acoustic latch
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should be able to, I did that for a mask and glasses on a vroid avatar like a year ago

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You can/should only do that for static meshes, not anything that would deform, like shirts and other clothes

proper grail
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unity does reuse exact same textures used bunches of times, dont worry about if one material doesnt use most of a well used overall texture

buoyant holly
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still less vram than the glass has a separate texture

ruby isle
buoyant holly
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then that's not a properly optimized Avatar TDA

proper grail
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im thinkin slvr think i meant between different custom avatars, on the same avatar between materials

ruby isle
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They're all the same textures, but with tiny changes. different nail color, different eyes, different coloring, etc

ruby isle
minor sapphire
#

I don't speak japanese but do you guys think this means I need to put the texture manually for the model?

heady smelt
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there are image to text machienes online

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you can put that text you get into google translate for something rough

minor sapphire
heady smelt
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np

minor sapphire
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or is it automatically applied?

heady smelt
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no

#

clue

crystal bolt
#

Hello! So I've been having this issue a lot recently. When I import my PNGs into Unity, two of the three work, but one of them, (The main body atlas) doesn't show a thumbnail, or allow me to change the import settings. Does anyone know what's been going on? I'd love to know!

#

The emission file works, strangely

frigid plume
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How do I combine textures other than using cat cause that is not working

heady smelt
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let me find a guide that seems good

frigid plume
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figured it out ||delete the entire fucking project and start over again yay blander||

heady smelt
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mayb u should save dum dum

exotic zodiac
#

How do you create cool memey avatars on oculus quest 2 if u don’t have a pc or computer

buoyant holly
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you can't really create any avatars without some sort of computer

nova hornet
#

Hey, is it possible to make fallback avatars for other people like putting a fallback avatar in a world that people can then use as a fallback avatar?

calm spade
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Fallbacks are added through the SDK

heady smelt
#

Hey anybody able to help me convert my VR Chat character to a VRM?
I am very dumb and blond and cant even figure out how to install unity correctly...

sick pelican
#

Does using parent constraints for say a sword, negatively impact performance vs using 2 duplicate objects that toggle on and off, or is it about the same

calm spade
sick pelican
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Thanks, found out about constraints the other day and it just seems so much more versatile

jovial tartan
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If you open the .meta file associated with the file with a notpad program

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You can find something at the top called hideflags

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If it is 1

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It should be changed to 0

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And should work

versed canopy
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hello there, i have a weird issue... my proportions of my avatar fit almost exactly my body - with one exception - the arms. If i T-pose and apply the calibration they are more like a VIV insteald of T. So i thought - ok they are too long and shortened the upper and lower arm bone of my avatar... i tried to shorten it a lot... like up to non humane proportions. Unity still shows me the avatar like it, but as soon as i am in VRC the arms are normal again and do the VIV again after calibration. Has anyone a idea what that could be?

unkempt bay
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Hey everyone, just having a small issue at the moment, since I kinda wanna go back to playing vrchat, I want to try and fix an issue I had with the avatar I made like 4 months ago but never really used because the issue is that it only is usable on pc and I can't use it on quest, just wanted to know if anyone knows how to import my avatar on quest because not being able to use it on quest is pretty annoying to be honest

high kiln
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you need android support for unity to upload on quest

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than you will see if avatar is ready or not

unkempt bay
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Well when i did the avatar i remember opening the control panel and uploading it on android or something

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Oh, nevermind, it says that it doesn't have android support, do you know how i can make it android compatible?

high kiln
unkempt bay
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alright i'm installing it right now, i hope it works because i don't really want to remake the whole avatar again lmao

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still saying it doesn't have android support, i also think it might be affected by the errors i have, probably gonna have to redo the whole avatar i think

high kiln
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the important info is below

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probably it isn't optimized anough

unkempt bay
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Yeah there are way too many errors, too many polygons, wrong shaders and such, i don't remember if i did but i probably forgot to optimize it by putting it into blender and all when i made it

dry tinsel
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Holy shit that's trippy

#

Another person I know on a Kill La Kill server is using that profile picture

hearty marsh
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Wait, I know vrc hates multiple meshes
but if the face and body have two separate materials anyway
isn't better to split them apart so face shape keys aren't attached to the whole mesh
am pretty sure thats the case

calm spade
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Yep

heady smelt
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its because shapekeys go brrrr on performance more on meshs with more geometry

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so sometimes it is better to seperate the head from the body mesh

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but if the mesh before seperation is i dunno like less than 20k then i think you shouldnt seperate it? something like that

hearty marsh
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I'm also wondering what the impact of hidden meshes are
do they affect performance while hidden and just stay in memory until re-enabled
or is there always calculations behind the scenes

calm spade
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They have a cost once enabled

hearty marsh
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Oh okay, so if I'm hanging out with friends and have 20+ hidden outfits, I'm not destroying them, thats good to know, haha

buoyant holly
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question Do they still take up vram is the have their own texture that separate from the rest of the model

hearty marsh
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I just assumed all textures got loaded into vram on avatar load, even if they weren't being used
I have no idea though, I just try to keep my file sizes as low as I can either way

ruby isle
heady smelt
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does the vram have some kinda like que system where say, if it had a texture that it loaded and is no longer in use that it will eventually stop loading in vram when enough new content gets loaded?

ruby isle
heady smelt
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bruh

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there has to be a more efficient WAYY

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maybe at least keep it in normal memory until its properly active on the avatar?

#

is that how that works?

ruby isle
buoyant holly
heady smelt
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maybe the short studder is worth it if we arent loading in alot of uneccessary stuff

ruby isle
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When VRAM is full, it starts dumping stuff to normal RAM, which is commonly a cause for stuttering and crashes

heady smelt
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so it can afford it maybe without lag because its not being overloaded

ruby isle
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Or you could just compress your textures so you don't need as lot of vram

heady smelt
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yea but still

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its more efficient if you do it the other way

ruby isle
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AAA games nowadays still barely hit 8GB of VRAM on max. A game like VRC should barely need 4GB but nobody optimizes textures and therefore you hit 8GB super fast

heady smelt
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exactly no one optimizes

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we cant make them optimize

buoyant holly
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and I suppose this vram factoid illustrate why the vrchat ranking system counts everything as if it's on constant

heady smelt
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Is there a way to get real numbers say if you walked into a public lobby and see vram useage, from textures on active meshs compared to not active ones

ruby isle
ruby isle
heady smelt
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yea but can it tell what the vram is being used on ingame tho

ruby isle
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Mine sits around 7.4gb, which is max for me (8gb card)

#

The entirety of usage is towards the game unless you're using Discord and Hardware Accel is on (which it barely takes up much at all)

heady smelt
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Discord hogs my CPU

ruby isle
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Do you have Hardware Accel on?

heady smelt
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it doesnt change on or off

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also if I run my mouse down my server lists i get extreme cpu spikes

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its not as bad now since i left some servers but im only in like 20

ruby isle
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That will fix if Hardware Accel is on. If it's off, it uses your CPU to process animations, video and audio decoding for calls, and a few other things

heady smelt
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it does not fix lol

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does it not know what GPU to use?

ruby isle
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Possibly

heady smelt
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I have a laptop with integrated and dedicated

ruby isle
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Integrated is most likely just CPU anyways

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It may be trying to use that

heady smelt
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thats why then yea it says GPU 0 (integrated) for discord in taskmgr

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UGH

ruby isle
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Yep exactly

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Do you have NVIDIA?

heady smelt
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yes a mobile gtx 1650

buoyant holly
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so one outfit if I'm going to a big crowd event because of vram usage

ruby isle
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Go to your NVIDIA control panel, "Manage 3D Settings", Program Settings tab, and select Discord and set the CUDA - GPUs to the dedicated one you have. Apply and enable Hardware accel an reset discord

heady smelt
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nup doesnt do anything and i selected the Use advanced 3D image settings option

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control R'ed discord and taskmger ended it and back

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i have experiences with nvidia control panel doing nothing

ruby isle
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Positive you selected the right discord exe?

heady smelt
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ill go to the file explorer location to make sure

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i dont have the other versions of discord enabled

ruby isle
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I've never had the control panel not work

heady smelt
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CUDA-GPUs entry is set to ALL but when i go to dropdown I only see my Nvidia 1650

ruby isle
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Right, select that

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That's your dedicated gpu right?

heady smelt
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yes

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I checkboxed it

ruby isle
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Select it

heady smelt
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yup

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weird thing is in Taskmgr, the GPU engine field for Discord swaps to GPU 1 (dedicated) every once in a while for a few seconds then goes back

ruby isle
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Try also setting the OpenGL GPU setting

heady smelt
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i thought of that and also made it nvidia but i didnt restart yet

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one second

#

oml discord is so stubborn

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the file directories of these are all in C:\Users\steve\AppData\Local\Discord\app-1.0.9003 and I tell nvidida to do stuff to the Discord.exe in there

#

maybe I need to do it to Update.exe

ruby isle
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I'm not sure if it works exactly as I only have a single desktop GPU

heady smelt
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im about to disable my integrated driver and see what happens

ruby isle
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Also Oculus 🤮

heady smelt
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it is a curse but i must use their client with their headsets

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or lose 3 fps with steamvr

ruby isle
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You also lose 1gb of ram

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And frequent crashes

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Just get a Vive or Index

heady smelt
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Eventually yea

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1gb vram or ram tho

#

if its 1gb ram then idc i can spare heh

ruby isle
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It doesn't look like you can spare if 44% is 3gb of your ram

heady smelt
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yknow i dont know where the frick its getting the percentage because I have 32GB sys ram

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like its NOT right or its not showing me something

ruby isle
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Check the Performance tab

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Memory should show it in there

heady smelt
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i dont know where most of that is going bro

ruby isle
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Oh you're using 14gb

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That's a lot

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Are you in VRC right now or something lol

heady smelt
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this dont add up and it only get smaller quicker down the row

modest hare
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32gb ram stick luckyy lmao

heady smelt
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i wish I got x2 16GB

modest hare
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Yea but i didn’t even know that existed i might have to get 2 of them 😩

heady smelt
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im psure its supposed to be better because it has twice the channels to go through

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not twice as better but still better

modest hare
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Yes 2 is definitely better than one

heady smelt
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there is another 7GB that just dissipears magically?

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is someone mining on my pc

high kiln
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dont show your gmail

heady smelt
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i could care less

high kiln
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well ok if you say so.

modest hare
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😬

heady smelt
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hax me i dare u

heady smelt
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but seriously does anyone have a clue where half my memory is getting eaten up from

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its concerning

high kiln
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usually windows sucks it all

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that's why now 32 gb is good

heady smelt
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does windows take like 20% of your memory to itself or something

high kiln
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yup

heady smelt
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fun

high kiln
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just running and background tasks

heady smelt
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that is nearly 7GB so that is it

high kiln
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same on my pc

#

when youtube is opened

heady smelt
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yea its hogging in my browser

high kiln
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it is what it is sadly

#

ram is cheap right now

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if you want ddr4

heady smelt
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im fine where I am now so im just saving in general

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i dont plan on doing much server hosting so im gud

ruby isle
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My windows takes like 2-3gb of my 16

left valley
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im kind of lost on what to do to get my avatar down to good at least

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ive got 53k tris and its telling me its still very poor

#

all other stats are excellent/good

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nevermind ive got it

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ehe

coarse ice
heady smelt
ruby isle
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There should be an Autofix next to that message. If not, update your SDK. The raw fix for this though is to check "Mesh Read/Write" in the FBX settings in Unity

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Then you can just enable the Mesh Read/Write in the FBX settings. Click the FBX in Unity and in the Inspector you should see the option

#

Ah perfect

lunar light
#

Alright, I’m going to attempt getting my model to go lower than 20k

#

Right now it’s a little above 42k

#

It’ll be a challenge for sure

#

Btw, should I focus on how many faces my model has or how many tris?

buoyant holly
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tris as that's what the vrchat SDK counts

lunar light
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Gotcha

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So I need to see that it goes down

buoyant holly
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yes because the graphics card deals with triangles quads are just a modeling convenience

frozen imp
#

Is there any good way to decimate without losing shape keys?

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or not have them go wild

lunar light
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Welp, I decimated it down to 18,489. That is the medium rank for quest, right?

#

Turns out the hair I chose had almost 13,000 tris

#

I decimated that and suddenly it went under 20k

lunar light
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Well, nevermind. I needed to go below 15,000, which meant I had to switch out certain textures to make them look somewhat decent

#

Ugh, this is so annoying

proper grail
#

Welcome to intro to making game ready models, part 1 of 43

calm spade
frozen imp
#

Unfortunately for some reason CATs isn't detecting my model anymore. Its a VRM model that I imported with CATs and did modifications to (no armature mods) and now the tool doesn't recognize it as a Cats compatible model.

calm spade
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If it has an armature and a mesh assigned to it, it should RuuuThunk

short glen
#

so i have a model made and everything in unity, but it has too many polygons, how can I reduce the polygon count? I've tried exporting it to blender to no avail.

#

any advice is welcome

acoustic latch
short glen
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i can't even get the file into blender

acoustic latch
#

That didn't answer either of my questions though.

#

You are on the right track of using Blender to lower the polygons, but what reason do you need to

short glen
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i need to reduce it from ~39000 to <20000. Blender doesn't report anything because I haven't been able to move the file

acoustic latch
#

Rarely do you get an avatar without a FBX file. Have you checked your files after importing into Unity for a model?

short glen
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hold on, where/how would I find the fbx file?

acoustic latch
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in Unity you can right click inside of the Project view, which is usually at the bottom, and then click the Explore Here text to open the folder in Windows. That will have your assets and should be in the folder with the model

short glen
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would it be under assets?

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and, sans the project name, what would it be called? .meshes, .materials, .textures, etc.

proper grail
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.fbx

short glen
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but what folder?

buoyant holly
#

that's going to be entirely up to the Avatar maker where the fbx is going to be

short glen
#

vroid?

buoyant holly
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you could also click on the mesh renderer of the Avatar in the inspector and it should jump to where the fbx is located

short glen
#

that highlights a prefab file?

#

is that it?

#

i dont think it is

short glen
#

that just brings me to .asset and .meta files

buoyant holly
#

that's a bit concerning that your avatar is not a fbx did you grab it off of some dodgy website

short glen
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i used vroid

buoyant holly
#

how did you get it imported into Unity

#

did you use like a vrm importer?

short glen
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yes

buoyant holly
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basically you'd want to do your modifications in vroid and then re-import

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as it has sliders to reduce polygon count and a checkbox to delete completely transparent triangles so if you make all the stuff under the clothing transparent it'll remove the triangles

short glen
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thanks

urban maple
#

Can somebody help me? Im trying to install "Cats Blender Plugin" but my file says "cats-blender-plugin-master" not "cats-blender-plugin" and when I select the zip file to add the add-on it doesnt show "3D View: Cats Blender plugin"

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I wasnt sure which channel to ask this in but since that add-on has to do with avatar optimization I asked here

modest hare
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Wow very late response sorry about that

urban maple
#

Somebody helped me fix it now

thorny spindle
#

so if I heard things correctly, in order for a model to work at all on the oculus systems you need to keep the polygons under 5,000 correct?

radiant shadow
#

<20k , 10k for a fallback

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(quest that is)

thorny spindle
#

yeah for a quest. so you could technically make a 19k model and it would work on the quest?

#

thanks for responding

radiant shadow
#

most would never see you unless you are lower , have to click/show

thorny spindle
#

the less optimal safety settings im assuming

calm spade
#

Correct

thorny spindle
#

awesome! I'm not making anything super complex so im fine sticking to 5k. just wanted to verify before getting the model set up

crystal bolt
#

Hello! So I've been getting this issue when I try to export an Atlas. Does anyone know what's been happening?

wanton oyster
#

I haven’t seen anything about this online and i’m not sure where to put this but i use vrchat on my pc because i have no headset. I can’t make my avatar taller.. is there a way how? I don’t see anything in the options.

acoustic latch
heady smelt
#

When I try to upload my avatar and worlds as well as cross compatible for some reason it doesn't work at all?

It gives me the blueprint errors with avatars although so far i tried everything I could and making a new project as well. Is it due to the sdk messing up or something? Or did they just set hard limits lower for quest?
Even if my avatar meets minimum requirements it still does the same problem when uploading cross compatible. I'd appreciate any help greatly.

ruby isle
#

You should also be making sure the Blueprint IDs are the exact same when doing the cross-compatible upload

#

You need to manually enter the ID for the second cross-compatible upload for them to be matching

unreal plover
buoyant holly
#

very cool to have more Avatar optimizers and definitely a good demonstration

quasi creek
#

naisu