#avatar-optimization
1 messages · Page 64 of 1
can i send this to someone to help me optomize it?
or some kind of quest optimizing thing
https://github.com/e63uozicmujivxmyshivi9ao/cats-blender-plugin/wiki/Bake I suppose you could try this function in cats
in cats?
i just got blender a bit ago but i dont know how to properly import the avatar
it's a common blender plugin that folks use for doing Avatar related maintenance
somewhat as toon shading has a differentiating style then what the unity standard Shader or blender would be out putting
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?
I had massive problems with the rigging for the same model, ended up just messaging ghostly on telegram. I'd recommend that or just joining the discord, shark model got a lot of rigging issues.
I ended up using one of the other prefabs in the model pack because the first SFW one didn't work, seems like you
you're using the alt one but might have the same issues.
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.
Funny reference
shape keys for facial expressions are less trouble as they're not like constantly toggled on
Shape Keys would be more performant than those bones
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?
Depends on how you do it, if you go with using the Unity VRM import stuff, less optimized and likely labeled Poor or Very Poor. If you do the work in blender, you can optimize before moving to Unity.
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
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
I'm just cautious about adding yet another "Very Poor" performing avy to the mix y'know
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)
then you should be fine then if you don't go too crazy on the dynamic bones
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
yes that's definitely quite important as less materials the better for performance
You can try the cats bake feature in blender that should do it all for your with potentially good results
both in reducing material count and optionally other stuff
Yeah I baked it into 1 material and literally everything was perfect
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?
because you did a good job of optimizing
The AFK avatar was giving me trouble with optimization, now I know that paint.net has my back.
You’ve done better than 99% of creators.
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
I really do care for the old game, why not make it better
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?
Yeah its okay to go higher res if its an all-in-one atlas
Thanks!
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
you have a screenshot of the atlas so if I can see if there's anything unusual with it
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
I know, I've read the documentation, at least it keeps it a bit under while uncompressed which is all I need.
Do you need help or you were just saying?
Nah I was just saying
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?
Yeah if you upload the avatar for fallback. You have to tick a certain box for that whilist uploading for Quest. If its greyed out, it means it doesn't meet the performance rank standards, yknow your excelent, good, medium, poor, very poor. I believe you need excellent/good for Quest fallbacks
Yup
Who pinged me?
a bot
what about me?
but... I could also play god and put all normal maps into an atlas
and get PC NIkei into 1 material while looking normal 
optimize the teeth to go into 17k polygons, so much
same as olbed, a bot, in a nutshell, he @ 'ed all users on the server, not @ everyone
how much materials is max before avatar move from medium to poor?
and here's the quest limits https://i.gyazo.com/8dcb18d7b597f6548c9cbaff7c1753c3.png
if i opmtimized every thing but materials would it still be count as poor avatar?
i guess i can try mess with dynamic bones reduce alot of em
https://github.com/Naraenda/NarasUnityTools/blob/main/dbc_tutorial.md apparently there's a method you can use using constraints to use a lot less dynamic bones
I had trouble wiith normal maps but nikei is one material and normal mapped as of now
any good tools to lower polygons on vroid models
blender ig
Where do you compress it? That’s a huge compression rate lol
Normally 4K images are up at 20-30 mb
vroid Studio itself has some triangle reduction tools
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
allright
question are you trying for a quest build or just be more optimized in general
With Crunch Compression, Low Quality, 100
Got nikei from 11mb to 5, his actual size is like 16mb
And I notice 0 artifacts on pc, on quest for my world i see more artifacts with same conpression rate so idk about avatars
How big is that texture, cause i can do 2k way lower then that, with high quality
0.5mb for 2k
quest fallback size >
I was typing on my phone and forgot to send it
I use atlases and when I import it looks to like shit
This is 1 mat/atlas 2k , with 0 compression it goes from 0.5mb to 0.3 (but tad blocky then)
av is 9k poly tho
I have normal maps to worry about on some, removing them for quest though
4k is a lot more data than 2k
It's actually 4x as much data
this is not related to Avatar optimization in the slightest
i'd like to convert a vroid model to be optimal for quest is that possible?
Defintely possible yeah. You can optimize it traditional ways or while exporting your VRM, change the export settings to minimize Tris/Polys under 20k total and minimize material slots too
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
what does the model have to be for it to be quest? like the bones and stuff
VRChat has documentation online that outlines the exact metrics for each Performance Rank on Quest and PC
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
https://www.youtube.com/watch?v=OA733GlRwF8 this video is showing the old UI but it helps show some strategies for dealing with the transparencies for the quest version
Wanna learn how to make an avatar for VR Chat using VRoid Studio that works decent on both PC and Quest?
0:00 General info
2:12 Fixing eye issues
4:13 Fixing face issues
6:04 Exporting
what's the best way to reduce polygon count? I want everyone to be able to see my avatar, currently very poor performance..
Separate the shoes from the main avatar and mesh with the decimation modifer there are 3 different options and you can use a mix of them if you add multiple modifiers you could also try using "Instant Meshes" but then you'd have to bake the texture to it as it doesn't redo the UV
Edge Loop dissolving would probably result in cleaner topology than using decimate
How's that work?
decimate isnt doing anything
#b3d #blender #secrets #tutorial
Visit the Blender Secrets website: https://www.blendersecrets.org/book
e-Book bundle (20% Discount) : https://gumroad.com/l/IxofeY
Also this will go over some stuff
I think the hair at 119k vertices is probably my biggest killer rn
the hair is 119k/141k of these vertices
This also goes over disolving edge loops
Making optimized Quest models is hard. But it doesn't have to be! With recently updated polygon limits and fallback avatars, it's a better time than ever to create something that represents you to Quest users! Hopefully this tutorial will help you out!
0:00 - Intro
1:27 - Blender
5:49 - Unity
7:09 - Closing
CATS Blender Plugin: https://github....
yes that's completely unreasonable size of your hair
I dont wanna lose the detail though.. :/
if you do it properly you're not going to notice the difference
I bet it doesn't have enough detail to justify that
would you mind sharing a screenshot of the wireframe of your hair
Btw I'd recommend setting the status bar settings to have these
so you can see the polycount etc in blender easier
Mainly "Scene Statisics" I think(?)
yeah I have that on
Doesn't look like it
top left corner
out of curiosity where did you get the hair
deviantart
You should be able to see something like this in the bottom right
that would explain why it has too much
im on 2.9
you could probably dissolve a lot of loop off of that and not notice any difference
yeah that might be a little tedious
maybe first make a duplicate of the hair and see if decimate works okay
decimate or degenerate..?
decimate
I'm on 2.93.6 make sure it's check marked
ok turned it on
actually now that I think about it a good thing to start with before you do anything would be merge by distance to make sure you don't have unnecessary duplicate triangles https://i.gyazo.com/e5f88dc4cb65b06596ecde6138e6f84e.png
that's still a bit unnecessarily heavy but not completely stupid now
I suppose you could try merge distance on the rest of your mesh
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?
https://github.com/Thryrallo/VRCAvatarTools and this tool tells you how much vram your avatar takes up
before decimate
after..oof
merge by distance* not decimate
uv maps went "aight imma head out"
perhaps use a smaller merge distance
it does that even at .00001
I guess see what happens if you add a zero at the end?
it doesn't look like the uvs are messed up to me it looks more like the normals are kind of goofed up
and out of curiosity how much triangles does the rest of the Avatar have if you take out the hair
okay that's good to know
19,559 without the hair
wonder if I might be easier to find more optimized hair?
yeah folks do focus on female Avatar quite a bit
maybe we should see what happens with the hair if we decimate instead of merge by distance
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
mesh > clean up > decimate
it wont let me increase the ratio
oh it goes backwards..
BRUHHH
thats even worse 😭
okay that's very weird with the hair
yeah I quite like that software as you can handle a whole Anime Avatar with just it
Can quest users see models that have dynamic bones? and what's the best way to combine materials/textures without having to UV map?
the quest cannot run Dynamic bones
Have any questions ask away
In this video I will be going over how to install addons like cats/material combiner then going over how to make a atlas for your avatar.
blender 2.91.2
LINKS:
blender https://www.blender.org/download/
cats-blender-plugin https://github.com/GiveMeAllYourCats/cats-blender-plugin
material-combiner-addon http...
Ooofff..
so can I not use dynamic bones if I want quest ppl to see it...?
or can i make a question version that just doesnt have them
@ me if u respond pls
yes as the quests loads a completely different model than the PC version
so you can upload for the quest version a even more optimized version of your avatar with like features missing like no Dynamic bones
no
basically the quest is a cellphone so there's a lot of stuff it can't do
im so glad i have an index 😭
just sucks for my friends
Can I export only the hair from vroid?
but if you know what you're doing you can probably make an avatar that doesn't look too terrible for the quest users
yes
this is the most male looking one there is
id like something kinda how I have now
it has built-in editing tools to modify the hair
oooh
you can make like a completely custom hairdo from scratch if you want
ill pass, im a noob 😂
honestly I might suggest doing your next Avatar entirely in vroid as it gives you more control compared to grabbing MMD models
@dense bramble maybe this hair might be a better match
looks perfect ty
yeah and there's built-in sliders that control how much geometry the hair uses
oooh
and I might suggest for learning the software to try to like replicate the look of the mmd avatar
as it's a lot easier to change out stuff if it's a Vroid
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
interesting..
oh..
I like being able to use the stuff on deviantart and cough OTHER VRC ASSET SITES
yeah but a lot of those assets end up breaking somebody's terms of service which could put your account at risk of banning
especially from the cough place
somebody as in..vrc or the person that made them?
by breaking the terms of service of the creator of the model you break vrchat storms a service
bruh
because you are uploading content you don't have the proper rights for
they shouldnt upload it to the public if u arent allowed to use it
but ig common sense aint so common anymore
when they uploaded it they were expecting it to be used in MMD as vrchat wasn't invented yet
F in the chat
Vroid has none of those licensing issues
vroid is just like..a super super super basic thing tho like, i wanna have shirts with band names etc
Nothing is Stopping You from putting those logos on shirts
Vroid has a full-featured texture editor
it exports vrm
can you import vrm with cats?
yes
yeah it's a heck of a lot easier to optimize as well vroid
@buoyant hollyHow do you even import custom preset hair?
its in the folder and all but like..
I'm not quite sure as I haven't tried that before
oh
sorry for making a suggestion before try it myself
no no its ok
in the meanwhile I suppose you could try importing these viroid files
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】
as that would get you hair
sorry if it's a little clumsy at the moment there is a major version change recently
Can't import presets into vroid v1
oh dear
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?
Have any questions ask away
In this video I will be going over how to install addons like cats/material combiner then going over how to make a atlas for your avatar.
blender 2.91.2
LINKS:
blender https://www.blender.org/download/
cats-blender-plugin https://github.com/GiveMeAllYourCats/cats-blender-plugin
material-combiner-addon http...
Thanks. 😄
One more quick question. Now that I have the material atlas in Unity, what do I do with it?
applied to the version of your avatar that's been atlas
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?
yes you need to make a material and did you export the version of the Avatar that's been that atlas
Yes
cool
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.
I have the material with the atlas texture.
you apply that material to the avatar
I did, but it just covers the avatar like a tiled texture, everything is out of place. Is there a specific shader type/
?
are you sure you exported the version The Avatar with the atlas
could I see a screenshot of your material settings
In CATS, I just hit export model, gave it a file name and hit 'export fbx'.
does the atlas texture display correctly on your avatar in blender
it appears to, but I don't know if I'm looking at the atlas or the imported textures.
would you mind calling me on Discord so you can screen share so I can check
Sure.
Anyone got a working avatar material combiner?
Blender 2.93.1
I just want something that will automatically atlas my avis
Also is vrcat.club a dead site now or is it just down temporarily?
It is down since a week or so.
you need to enable mesh read/write on the fbx import settings
Alternatively use autofixes above that. If you don't see any then you need to update your VRCSDK.
It kinda annoys me how they made it just display that number and no custom message for that specific value
Generating confusion and wasting our time answering this question 100 times a day
Yes what rain wolf said make sure to turn on read and write in the model settings in the inspector
In unity
It wasn't hand picked, the number displayed is the max value that a single integer can hold: https://docs.microsoft.com/en-us/cpp/cpp/integer-limits?view=msvc-170
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
I know that but like you could just check if it's the max value and display a different message
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
on the other hand it'll take them a while for them to even work on it
depends on why it's very poor
What are the stats showing in the SDK window ?
Sounds like they should send it to someone else who actually knows about optimization
Instead of saying that, there’s a point of this channel
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
does anyone here do simple commissions? i have the link to the avatar i want i just want the colors changed
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
Hello comrade weebs
huh, one of the release notes for that looks interesting.
Use multithread to improve physics simulation performance.
Isn't this kinda the big reason bones are so heavy? This could mean a lot
Also would the blend weight prameter make is so that avatar components with bones won't, say, drag behind while walking?
Dragging when walking and moving is controlled by inert
Dragging when rotating is partially controlled by stiffness, as colliders will still bend a fully stiffened bone chain
Hmm okie
It's a cool update but with vrchat set to update to their own system its prolly too late to matter
did anyone try uploading an avatar with the updated Dynamic Bones already?
causing any problems?
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
I feel like it depends on if the vrc team is updating the second half of the UI or the physics bones next. We could still be months upon months away from the vrc system so this update could be very welcome till then.
Plus dynamic bones is used a lot outside of vrchat so it’ll be good for all those developers/creators too
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
@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
But does this function work in VRChat too? Will the DBs be optimized in game too if we import this version 1.3.0?
take your bets
Don't they just need the thing in the assets for dynamic bones to work?
Why not just update the asset and push update?
could speculate they uhh didn't code it great in the first place but what do I know yknow
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:
Well not timings, the coordinate positions rather
This is possibly an sdk2 thing hmm
Assets\VRCSDK\Examples3\Animation\ProxyAnim\
Ah thanks!
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.
It helps, since dynamic bone limiter theoretically takes into account that you enable/disable scripts.
Thank you a lot! I get it
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
Can confirm, it is using the textures from the previous avatar I worked on. Anyone know why this is happening plz @ me
Hey, where is the stats button in unity 2019 for play mode?
Edit: NVM am blind it's in game not scene
Try renaming the old atlas so when it makes a new one you can tell which is which idk
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.
@normal nova Any plan on letting people adjust the uv island margin for the bake ? Is it 16 currently ?
is the new Dynamic bones version working with Vrchat?
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
nvm i just saw it
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
This is so I dont waste space if I tried to keep it square yk
or does unity still render it like a 5120x5120? It wouldn't right?
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.
I was wondering why my computer froze for a solid minute while I remeshed my knife. And then I entered edit mode...
at least you didnt crash lol
no, you need to convert the VTF to tga and then set the standard shader in blender to use the correct texture files, pretty sure any proper tutorial for converting from source to blender cover textures as well as the model
ok, I'll look into that. Thanks a lot
Oh no I absolutely did. As soon as I tried to press any of the buttons in blender my fans turned into jet engines and I had to force shut down my pc.
fck remesh sometimes
I'm currently looking for a better alternative. Cause that shit just aint gonna work
i tried using instant remedh becuase its free but my model had random faces gone when it was in the tool
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
the good ones are paid so
It's currently scaled based on your output resolution. Why, what do you need?
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
Ended up doing an entire manual bake so it's not needed for this model anymore but could be useful overall
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
Worked on this for the past few days, managed to be under 15k and 2 mats
Relied on Marmoset heavily though
horny
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)
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.
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?
Best to ask #world-optimization
I thought I clicked that, sorry ><
No worries!
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
Yeah, it seems to work well only with Principled BSDF
Hey does anyone know why my sdk building menu is blank?
This usually means something on your avatar is broken, such as the animator or animation layers
I do not have any animations. how would i fix this?
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?
Check the console for errors
How?
uh?
Can someone help me with a small avatar bug that can be fixed in unity? In a vrm file.
rindo plz
Yes... she is so goddamn cute, but even her naked body with long hair mesh is almost 60k tris.😭
U want dat optimized bro?
The new golf outfit added even more meshes and materials and dynamic bones
Bruh how is it legal to sell it in that state
cant they just find someone to optimize the public model before sales
No, I managed to get her down to poor by removing outfits and decimating
What's that
Its when you can turn a model with horrible topo and remake it basically in quads
there are automatic tools
and manual tools
it took me an hour to find edit mode in blender
another hour to press n for the addons menu
uhh maybe retopo isnt for you then yet heh
surprised you got it down to poor w/o knowing much
Because Rindo is the main character of VRChat
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
I clicked recalculate normals and entire portions of clothing are flipped. oh well
is that bad or good
yeah, the mat atlas tool never works for me, and the renaming of bones means i have to rescript the avatar in unity, so no.
she has invisible underwear
i wish, i only found the "show face orientation" button days later
its a fun button
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.😌
u can always seperate her into 2 diff uploads
half the fun but twice the performance * terms and conditions apply
26 particle systems are extensions for facial expressions, while 16 audio sources are voice lines.
You know you can just convert tris to quads in blender
i forgpt abt that feature but wouldnt the loops be winding around all sorts of places they shouldnt?
If the topology started off as quads anyways, not at all
Blender's tris to quads is pretty unreliable
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?
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
the downside with this Shader approach is your avatar might look pretty goofy to folks who have shaders disabled
That's why you gotta make your avatar very poor on purpose and use a fallback with only one outfit 😏
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
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?
question are you talkin PC or a a quest Avatar
definitely PC, I know on Quest you're supposed to have 1 lmao
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
ah wait hang on I'm stupid, there's a way to do texture masks to section things off when using unity shaders?
that would entirely depend on the Shader
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
I don't use a whole lot of custom Shader so I wouldn't know which ones to recommend
https://github.com/poiyomi/PoiyomiToonShader I suppose you could try this one as it has a bajillion customization features
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
then yeah definitely go poke around in the Shader to see if you can use texture masking to handle the colors
does turning off the mesh with a toggle also turn off any dynamic bones, or should those also be turned off
Unless the dynamic bone script is on the mesh thats being toggled, gonna need to turn that off too
Can the dynamic bone component be anywhere?
The script can be anywhere, you just have to set the bone for it
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"?
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
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.
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
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?
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
Good to know, thanks! I really appreciate the info.
".. 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
Do you want your avatar to be efficient and be loved by everyone because of all the frames you're saving them? Follow these tips and you should be good! Any recommended numbers or limits in this document are subject to change at any time. Although some of the descriptions provided below are not prec...
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).
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
yeah that is very helpful
How do I--- I think it said I had too many polygons or something
Yeah how do I lessen polygons
would you mind taking a screenshot of the message so I could see how many triangles
did you make it a humanoid rig in unity?
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
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"
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.
I think the mapping thing is the T-pose but I legit can't put it as a UNITY T pose without a wonk
Your bones aren't mapped properly
Go to the FBX and configure rig, make sure arms/leg/feet/hands are mapped properly
They are I fixed it
There's just one thing that's wrong with the model
One middle finger bone went poof
Also that hierarchy doesn't look correctly at all.
Way too many bones between hips and head
How does this heirarchy look?
That was the one CATS gave me that I scrapped
Re-parented everything by hand to get a new hierarch
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
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
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 😆
Shoes probably don't need that much given how little they deform
10000 for Good rating
well i deleted the foot inside
You can try Cats addon Quest bake, sometimes it works out
But manual will always give the best result
is it possible to add decimation on only the shoes 😅
Use the decimate function in edit mode
yeah i have te modifier on in edit mode
No, the actual decimate function, not the modifier, you use it through the search bar
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
yeah decimating an entire model like that is asking for troubles
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?
Yep !
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 😆
Not sure about your view position issue, screenshots would help
It's easier to retopologize and then bake normals/textures with this tris density
I'll do it when I get home 😬 I didn't get to sleep cause grammie was in pain so I had to driiiive all the way there so I won't get to the computer until later
I have this photo tho
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?
Seems like the model isn't centered
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?
it's the search menu, probably F3 for you
it gave me the same thing that i found
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
Unrelated, but he looks like a fable character
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' "
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
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
ye
hey im new to like making avatar so if some1 could lend me a hand tht would be great
You should probably say what you need help with 
Click on your main avi in the heirachy on Unity and take a screenshot
When you place your avatar into Unity, it's position should always be 0, 0, 0. You don't center it based on anything. Then in the vrc_descriptor you will click "Edit" and move the grey ball to the center of your characters viewpoint, with a tiny smidge sticking out, then hit "Return"
If you want uniform size/scaling from Unity and Blender, when you export from blender make sure to change the export settings to "FBX Units Scale" and "Z Forward" then disable "Add Leaf Bones" in the Armature. Makes it much easier for editing later
I meant when centering him in blender
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
heck im still looking out of his right ear
either way, moving on, how do i fix this standard thing cause some of the tutorials aren't working for me 😅
ctrl+d , on the material to extract it, then change it to mobile shader
plonk it on material slot/drop it on avatar
:O i can't believe it was that easy omg
literally all that's left is why the view isn't centered
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
have you tried moving the viewport so that its between the eyes and all that
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
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
gonna be stuck at very poor until smaller, atleast .8 or .79 scale
the scale is at five lmao
current scale * .8 it is!
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
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
this is not too big
question how tall are you wanting the avatar as a normal human is like 2 Unity cubes tall
okay then carry on
just a tiiiny bit smaller
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
depends on the rest of the avatar
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
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)
you would definitely want to combine those materials if you don't want to be very poor on Quest
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
The max limit to be able to be shown by default on Quest is 20k tris. You can lower it in blender by dissolving edge loops, or decimating (although the second is not recommended as it can screw up topology and shapekeys)
You can upload more than that, but people will have to manually show your avatar
I'm currently using vroid to design it
You'll probably need to take it through blender in that case regardless
There's a converter to move it straight into unity
If you're going to do that, still make sure that you export it with one material and optimised settings
From vroid?
It allows you to go down to 2 materials
That's also fine
Its alot to learn to create an avatar with no prior experience
if i add a point light following an avatar, would that cause any lag problems or any problems in general?
Realtime lights have a very high cost to performance yes
what if i switch to mixed?
Mixed and Baked would still be realtime in this case, since they can't be baked on your avatar
aw, ok
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
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
Noticeable difference, but people can also disable it for themselves in their settings so 
oh, ok, ty :3
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?
question PC or Quest Avatar
PC avatar
that would be a good rank Avatar
oh wow really?
ah it does have over 70k polys tho, in total at least
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
I tried my best to remove unnecassary hidden body parts and such but it's still at 83k
so it would be considered very poor
Besides the poly count is it good though?
any single item being very poor enough to have the Avatar be very poor
Teach em how to edge loop dissolve Rainbow!
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Oh wow yeah I didn't think of that, that could be a less destructive way than decimation to lower poly count, thanks
dissolving Edge Loops makes much less of a mess
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
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Thanks!
So hopefully that'll help
It does, thanks
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
lmao WHAT! I never knew how to do that!!! I’ve been out here STRUGGLING lol
now you know
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
I make relatively complex constraint rigs and I feel like I know MUCH less about computers now than when I started :p
much knowledge
i dont even know WHAT constraint rig is
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!!
is "anytaur" referring to centaur-like creatures that aren't necessarily half-horse?
Fullbody demo video is up... I had hip tracker problems for a second while on my back, and then worse ones while trying to get on all fours at the end... that's my tracking squirreling out, not any failure of the rig. My playspace has significant limitations ;_; But, haha, yeah--people have asked, so, no, I am not going around on all fours! THAT...
ah
It’s a free base
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
thats really cool especially for commissioning avatars like that, so your client doesnt need to buy that expensive asset
nice
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?
quads and ngons get converted to tris by default
Okay quick question cuz I’m a psychopath.
Is there a way to add that high prescription glasses warp to a surface in blender?
HOW many ngons do they have?!?!?
maybe with IOR
its like light distortion or something idk but its related
Index of Reflection
or refraction hm
both in combination >>>> OP
aight help me here
issue: view is off-centered
it looks centered in unity,
it looks centered in blender:
what is going on
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
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
good tutorial, but he's been missing a few other faces, sometimes if you see those single triangle faces, you can use edge loop
Triangles stop edge flow
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.
the parent constraint would add the tiniest insignificant hit to performance, so either way is fine.
Thank you
Constraints take up a tiny bit of extra performance. But the biggest difference is that constraints update a little slower in mirrors. So I'd recommend parenting it directly to avoid that
Wasn't the delay drastically reduced?
I haven't had any issues with it
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
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.
Most likely. They changed the execution order of them so it seems they work much better than before
parenting sunglass directly to neck bone
I feel like this would create issues when doing anything but looking straight. Is there any reason it's on the neck?
Well, I definitely will parent it directly to head bone. I just give an example casually to make the question clearer
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?
your kinda fricked
should always make backups for every big change
also i dont trust mat combiner to do it because it ususally does it poorly
manual atlasing is slower but you get immensely better results and you actually know where everything goes
Good to know. This was my first avatar so pretty low stakes. Thanks for the response!
np
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?
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
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
so since I cant use cutout for a partial transparency itd just be better to use another material for just the glasses if I understand correct? 🙂
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
Unless those lenses are colored, it is better to just remove the mesh with a 3d model program so there is just nothing there
a quest build would require you to do that anyway
That too
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
lenses are colored but you've all given me some pros and cons
maybe transparent glasses arent worth the extra cost :9 maybe just leave them opaque
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
and question how would you be toggling the glasses
because if it's a mesh toggle you're already having 2 draw calls
was going to try the scaling joint method
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
oh you can just disable too? cool
should be able to, I did that for a mask and glasses on a vroid avatar like a year ago
You can/should only do that for static meshes, not anything that would deform, like shirts and other clothes
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
still less vram than the glass has a separate texture
There's barely any of the exact same textures on avatars though. TDA bases use the same texture for face and body, but there's like 5 million revisions to them
then that's not a properly optimized Avatar TDA
im thinkin slvr think i meant between different custom avatars, on the same avatar between materials
They're all the same textures, but with tiny changes. different nail color, different eyes, different coloring, etc
Oh wait did you mean on one single avatar?
I don't speak japanese but do you guys think this means I need to put the texture manually for the model?
there are image to text machienes online
you can put that text you get into google translate for something rough
oh wow this one helped thank u so much
np
do you happen to know how will I apply the textures?
or is it automatically applied?
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
How do I combine textures other than using cat cause that is not working
you can do it the MANUAL way!!! its so much more reliable and better since your doing it yourself
let me find a guide that seems good
figured it out ||delete the entire fucking project and start over again yay blander||
mayb u should save dum dum
How do you create cool memey avatars on oculus quest 2 if u don’t have a pc or computer
you can't really create any avatars without some sort of computer
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?
Fallbacks are added through the SDK
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...
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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
They're both very minimal, but for the sake of fitting within the vrchat perf limits, i'd suggest constraints
Thanks, found out about constraints the other day and it just seems so much more versatile
I encountered the same thing with my animations files
If you open the .meta file associated with the file with a notpad program
You can find something at the top called hideflags
If it is 1
It should be changed to 0
And should work
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?
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
you need android support for unity to upload on quest
than you will see if avatar is ready or not
Well when i did the avatar i remember opening the control panel and uploading it on android or something
Oh, nevermind, it says that it doesn't have android support, do you know how i can make it android compatible?
https://unity3d.com/unity/whats-new/2019.4.31 click android support
alright i'm installing it right now, i hope it works because i don't really want to remake the whole avatar again lmao
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
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
Holy shit that's trippy
Another person I know on a Kill La Kill server is using that profile picture
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
Yep
its because shapekeys go brrrr on performance more on meshs with more geometry
so sometimes it is better to seperate the head from the body mesh
but if the mesh before seperation is i dunno like less than 20k then i think you shouldnt seperate it? something like that
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
They have a cost once enabled
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
question Do they still take up vram is the have their own texture that separate from the rest of the model
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
Yes all textures get loaded into VRAM once you avatar loads, regardless of if anything is disabled
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?
Textures will always stay into VRAM until your entire avatar is unloaded (You switch avatars, leave the world, etc.)
bruh
there has to be a more efficient WAYY
maybe at least keep it in normal memory until its properly active on the avatar?
is that how that works?
Then it'd have to reload it when you toggle your mesh, which would cause a lag to load it into VRAM
so you are putting extra strain on the People by having 20 outfit on one Avatar
maybe the short studder is worth it if we arent loading in alot of uneccessary stuff
When VRAM is full, it starts dumping stuff to normal RAM, which is commonly a cause for stuttering and crashes
so it can afford it maybe without lag because its not being overloaded
Or you could just compress your textures so you don't need as lot of vram
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
and I suppose this vram factoid illustrate why the vrchat ranking system counts everything as if it's on constant
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
It's less efficient to do it the other way. It would cause so many stutters to have to load stuff from RAM to VRAM. Imagine having to load a model with 64 textures from RAM
Many overlays like XSOverlay and OVRToolkit can display your VRAM usage
yea but can it tell what the vram is being used on ingame tho
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)
Discord hogs my CPU
Do you have Hardware Accel on?
it doesnt change on or off
also if I run my mouse down my server lists i get extreme cpu spikes
its not as bad now since i left some servers but im only in like 20
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
Possibly
I have a laptop with integrated and dedicated
yes a mobile gtx 1650
so one outfit if I'm going to a big crowd event because of vram usage
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
nup doesnt do anything and i selected the Use advanced 3D image settings option
control R'ed discord and taskmger ended it and back
i have experiences with nvidia control panel doing nothing
Positive you selected the right discord exe?
ill go to the file explorer location to make sure
i dont have the other versions of discord enabled
I've never had the control panel not work
CUDA-GPUs entry is set to ALL but when i go to dropdown I only see my Nvidia 1650
Select it
yup
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
Try also setting the OpenGL GPU setting
i thought of that and also made it nvidia but i didnt restart yet
one second
oml discord is so stubborn
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
I'm not sure if it works exactly as I only have a single desktop GPU
im about to disable my integrated driver and see what happens
Also Oculus 🤮
it is a curse but i must use their client with their headsets
or lose 3 fps with steamvr
It doesn't look like you can spare if 44% is 3gb of your ram
yknow i dont know where the frick its getting the percentage because I have 32GB sys ram
like its NOT right or its not showing me something
i dont know where most of that is going bro
this dont add up and it only get smaller quicker down the row
32gb ram stick luckyy lmao
i wish I got x2 16GB
Yea but i didn’t even know that existed i might have to get 2 of them 😩
im psure its supposed to be better because it has twice the channels to go through
not twice as better but still better
Yes 2 is definitely better than one
dont show your gmail
i could care less
well ok if you say so.
😬
hax me i dare u
but seriously does anyone have a clue where half my memory is getting eaten up from
its concerning
does windows take like 20% of your memory to itself or something
yup
fun
just running and background tasks
that is nearly 7GB so that is it
yea its hogging in my browser
im fine where I am now so im just saving in general
i dont plan on doing much server hosting so im gud
My windows takes like 2-3gb of my 16
im kind of lost on what to do to get my avatar down to good at least
ive got 53k tris and its telling me its still very poor
all other stats are excellent/good
nevermind ive got it
ehe
You gotta do some house cleaning
room service 🥺
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
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
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?
tris as that's what the vrchat SDK counts
yes because the graphics card deals with triangles quads are just a modeling convenience
Is there any good way to decimate without losing shape keys?
or not have them go wild
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
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
Welcome to intro to making game ready models, part 1 of 43
Cats bake addon
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.
If it has an armature and a mesh assigned to it, it should 
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
How many is too many polygons. Are you over the a limit for a rank you want, or is it the very large number that doesn't even come close to matching what blender reports
i can't even get the file into blender
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
i need to reduce it from ~39000 to <20000. Blender doesn't report anything because I haven't been able to move the file
Rarely do you get an avatar without a FBX file. Have you checked your files after importing into Unity for a model?
hold on, where/how would I find the fbx file?
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
would it be under assets?
and, sans the project name, what would it be called? .meshes, .materials, .textures, etc.
.fbx
but what folder?
that's going to be entirely up to the Avatar maker where the fbx is going to be
vroid?
you could also click on the mesh renderer of the Avatar in the inspector and it should jump to where the fbx is located
that just brings me to .asset and .meta files
that's a bit concerning that your avatar is not a fbx did you grab it off of some dodgy website
i used vroid
yes
basically you'd want to do your modifications in vroid and then re-import
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
where?
thanks
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"
I wasnt sure which channel to ask this in but since that add-on has to do with avatar optimization I asked here
Did you enable the plugin
Wow very late response sorry about that
Somebody helped me fix it now
buff
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?
yeah for a quest. so you could technically make a 19k model and it would work on the quest?
thanks for responding
most would never see you unless you are lower , have to click/show
the less optimal safety settings im assuming
Correct
awesome! I'm not making anything super complex so im fine sticking to 5k. just wanted to verify before getting the model set up
Hello! So I've been getting this issue when I try to export an Atlas. Does anyone know what's been happening?
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.
You can only make your avatar taller by changing it's scale in Unity to be taller. If you are trying to make an avatar in the game taller that you didn't upload, you cannot change its height, and this is the same for VR as well.
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.
It's possible it's an error with the server files. If that's the case you need to clear the blueprint ID and reupload with a new ID
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
WIP on my in-unity avatar optimizer
very cool to have more Avatar optimizers and definitely a good demonstration
naisu