#avatar-optimization
1 messages · Page 66 of 1
well doesnt work really well :/
oh and make sure to click "custom normals"
yeah i did that :3
hmm
you could try messing with the mapping technique, projected face interpolated might have better results
if that doesn't work idunno
oh, make sure to enable "auto smooth" as well for this to work
Gotta love getting your avatar optimised decently then you apply one unitypackage asset and it just so happens to have like, 8 mats in it
Whyyyyy oh whyyyy can't I just make an alias
You gotta cut WAYYYYY back on those tri's good god that's A LOT of tri's
Especially if you wanna run that on Quest because that will positively explode the darn thing otherwise
And most of those meshes could easily be merged
That too
Also I bet you could atlas a bunch of those mats which goes a long way ESPECIALLY for quest
It shouldn't be too hard to decimate down to below 70,000 odd tri's, combine some meshes and put together some material atlases. It will go a long way
oh but you need to get to below 20k on quest
yes but it would still be good to get it under a reasonable number for PC as well
like do that first and then the quest so it doesn't look too bad on PC using a optimize build
Aim for PC first and then see if you can push to do Quest from there. 70,000 tri's is way easier to get below than 20,000 so it's a good starting point
Because 400,000 tri's is wayyyyyy too damn high
I imagine the plethora of over engineered avatars and high tri counts and stuff is why VRChat can be so... Temperamental shall we say?
yup
My computer just falls over in your average pug instance from all the SHIT that's just going on
This is why safety settings are a thing
Oh yeah I have them configured
And they do help
Computer still falls over a lot though
But I could not imagine what it would be without safety settings
Ehh not much worse if you're still lagging
True
The VRChat Trust and Safety system is a new extension of the currently-implemented VRChat Trust system. It is designed to keep users safe from nuisance users using things like screen-space shaders, loud sounds or microphones, visually noisy or malicious particle effects, and other methods that someo...
Has more to do with my GTX 1070 than anything else really
Not exactly an ideal card for powering a Quest 2 and all
Really I just wish people used optimisation tools more. Cats has tools for atlasing and decimation that help out a lot. Not perfect but they work pretty well so like, getting below 70,000 isn't THAT hard
It is for people who never touched Blender or Unity in their life (95% of the VRChat community)
I mean, I haven't touched Blender or Unity in my life and I still got below 70,000 tri's so...
shrug
Did you go from 500k to 70k?
About 100K or so
I did do some manual decimation as well. Googled to figure out how to do that
Honestly if you're sitting at 500K tri's then uhhh... I'm kinda wondering what on earth is going on in the first place tbh. Sounds... overmodelled?
Most avatars you buy off gumroad are overmodeled
Mostly because they're made by inexperienced people who don't care
Makes sense
I mean, I'm not perfect at optimisation by any means but I try my best
For the sake of my frame rate and others frame rate
Because nobody likes crashing out when you're talking with your friends
Well crashing is mostly due to VRAM usage
You're not gonna crash because of 500k polys alone
Just bad framerate
I mean yeah but really I should not be capping out 8 whole gigs of Vram tbh. For VRam that's still a large amount
Well even atlasing doesn't help VRAM unless you make it quite small and have only 1 material
True
I mean yes you lose quality with an atlas but crunching stuff down to one or two atlases is going to help a bit
Yeah I have mine down to one atlas as well
All of my avatars are excellently uhh
ranked??
So I've been trying to optimise my avatar in blender because I want one that I can at least have as a fall back. But I need the vrcats club atlas to optimise it into one material, I do understand that you can do it by hand but I feel that may be way to complex for my level of skill. If there is any help which people can give, it would greatly be appreciated
Thank you, so much
I've spent literal hours looking for the material combiner but its always not taken me to the website
that is a very time-efficient video
some of them I'd imagined would also be including installing cats and the material combiner
Gotta love stuff that's to the point
Anyone got a fix or and alternative for a unity shader whit cutout/transparency?
the unity standard Shader does have a cutout transparency mode
Yeah but in the vr chat sdk there isnt
question are you trying to do a quest Avatar
as there's no transparency permitted at all on Quest avatars
Yeah a quest avatar, thats why im asking if theres a workaround or a fix. Im getting black boxes around the eyebrows
How would I go about getting file sizes down? Trying to port my PC avatar to quest for my quest buddies. I tried the following things:
Setting all texture max sizes to 1048 with crunch compression etc.
Remove a ton of unneeded customization & decimated a big part of the model
basically you would have to modify the eyebrows to not use any transparency for your quest build
https://github.com/oneVR/VRWorldToolkit this tool can tell you what take file size on the avatar
It'd tell me what exactly?
what assets are contributing to your file size and how big they are file size wise
so you can see if you accidentally forgot a texture that's like 4K for some reason
Oof
Still works for build sizes
Yeah, but I can see buildsizes itself from the VRC SDK
But not with detail
Like, you can only see the final size, if it’s too big for quest, you aren’t told where to go from there
it works regardless of that to tell you what textures are hogging up size
For me it doesn't show anything?
O
Nevermind
you have to successfully upload a build for it to show that
like the test upload function on PC would work just fine
It appears that some textures were indeed still on a wayyyy too high of a size
so now you know and can fix it
So, I'm having a discussion with one of my model maker friends and we are curious about Shapekeys and their effect on optimization. Is it known what the computation increase for shapes keys as it relates to vertices and how that scales with the number of Shapekeys? Does every Shapekey add a linear amount of work? Exponential? How much more work is that compared to a mesh with no shapekeys? At what point does the separation into two Skinned Mesh Renders to spread out the shapekeys outweigh the work required for the additional Skinned Mesh Render + Additional Materals/Shaders running because of it?
vrchat optimization notes relating to shape keys " 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' https://docs.vrchat.com/docs/avatar-optimizing-tips
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...
Yes I have read the optimization tips, I meant on a more granular level. The main thing we've been discussing is the performance impact of facetracking shape keys and if it will actually be more performant to separate into skin mesh renders or not.
that I wouldn't have much suggestions on hopefully folks who have actually played around with face tracking could give suggestions
Any shapekey has the same performance impact and scales per each shape key. So face tracking will add more of a performance hit for you and others. It's definitely more performant to split your face and body mesh and I ALWAYS recommend it if you're above 32k polys
what's the general poly limit for avatars so quest 2 users can see it by default?
which one of those can quest 2 users see by default??
I showed all the ones that will be seen by default in the screenshot
aah
ty
can I make an avatar that shows up as lowpoly/compatible for quest users, but high quality for everyone else?
yes basically the PC and the quest Avatar can be two completely different models so you could definitely use a higher-quality version for the pc
ah cool
Hey so ran into an issue that might be exactly the same, and found a solution (attachment 1)
Before (none was set) (pic 1), after (pic 2), my arms are split because of a blendshape on them and the lighting was wrong
Here's a much better example / showing it off. I split the mesh since it has blendshapes and 32k+ polys, and I'm glad this fix worked!
Hey I was wondering if there is a better way to have one mesh have multiple textures, aka skins? Would I just have to go and atlas them all to one texture sheet or is there something neat I can do with poiyomi shader?
I tried messing around with decals but I don't think that's the right way of doing things since I don't think you can toggle them on and off with animations (from what I can tell so far)
Feel free to ping me if you have a solution.
decals would work, you can toggle them on and off by animating the alpha. you can also use the RGBA masking section
I cant seem to get that to work as well I try animating it by hitting record and moving the slider to get the values on the animation but it isn't working ingame
anyone knows how to make expressions linked to both hands gesture?
like happy when both hands are doing the thumbs up gesture
did you mark those properties as animatable?
otherwise you won't be able to animate them when the shader is locked
Itll look something like this
Theres a teeny tiny problem with knuckles controllers tho as vrchat has a little dead zone between thumbstick touch thumbs up/fist/fingergun that blips to an idle mix
hey
don't use massive amounts of transitions out of Any State. you're asking the animator to check dozens (or god forbid, hundreds) of conditions every frame the animator runs. its ok to check that many once when params change, not EVERY UPDATE.
tia
pulls out popcorn https://t.co/rP6kj93MZ2
626
251
I will admit I used any state out of lazyness, 36 animation boxes to fill out instead of 64. Any state has constantly been a mystery! A bad mystery. A mystery that every time ive used it only causes weirdness.
Try out Av3 combo gesture expressions on github
Any state does exactly what it says it does, Any state connected can be triggered from any state
It's more of a shortcut than anything
You can set up back and forth transitions from every state, or just use any state
Not sure why the vilification... just like in that tweet, the issue is being that there are no transitions between states - which kind of removes the blending between those states...
For simple on off things it's one thing, but for stuff like hand gestures you need that blending between states or it will look janky.
Otherwise there is no real difference using any state vs tons of interconnected state transitions besides having a greater control over the way and timing of the state transitions
Decals work like matcaps, you replace , add, or multiply
You can rebake textures if you don't plan to have very complex materials, on most avatars you can usually smash materials In half by using clever masking
could try the interruption source option instead of linking each state together in a web? i didn't realize what the option exactly did until digging in the replies https://twitter.com/PokerfaceCactus/status/1496231384368783369?t=WVe8yj_QFCxySyeichcHaw&s=19
@dtupper you can actually blend from pose A > pose B even if your path is Pose A > Neutral > Pose B by setting your interrupt source on the transition from A > neutral to 'next state' .. as this causes it to blend the transitions from A > neutral > neutral > B together in a fluid motion.
Don't think you can play with other options regardless
I could be wrong though
If it goes to an exit state
i remember being able to but I'm unable to check at the moment
can always go back to neutral anyway
Maybe
But the overhead is still negligible unless you set up an entire int layer with any state
🤷♂️
oh yeah no it's only really notable if you get into the hundreds total, but it's still good info to know
I would think Hai would have implemented this
Yes, but when you're in a packed lobby, every tiniest bit helps. It's just that, the more people do it, the more noticeable it is, like any other optimization
I don't think it will make as big an impact as you think, especially in cases like hand gestures where an animation is always played
Otherwise I feel like the dev team would be saying this explicitly and not tip toeing around it by saying "could work, maybe, I donno, how's it work anyway"
And also change their example controllers
🤷♀️ lead by example imo
That was it I forgot you needed to do that with poiyomi thanks a ton for the help.
https://twitter.com/dtupper/status/1496709477403222021
Otherwise I feel like the dev team would be saying this explicitly and not tip toeing around it by saying "could work, maybe, I donno, how's it work anyway"
Because it's difficult to police/benchmark and provide useful feedback. Similar to shaders/materials/toggles: yes you can use these numbers as an indicator, but they can't predict the complete performance. You can take an excellent performing PC, smack a laggy fur shader on it and it'll perform worse than most medium avatars
@Digitrevx @FrostKittyPaw @thryrallo sure, but honestly I kinda just trust our engineers at their word, they know more than i do, and the bench is trivial to repro. but sure, a picture! https://t.co/9mFkyq1Zvw
LOL
shoot I would have just shot for the moon and done 24 layers of 255 ints
but I think this is demonstrating my point, I only use any states on hand gestures and plan to use layer controls to turn them off anyway - read the comments on what you posted, even tupper says sub 10 any state is either better or the same - if his information is correct
which I don't feel is too much overhead
🤷♂️
and there is a vast difference of 12x24x65 vs 7x2x65
Methinks the takeaway is that any state will check every transition regardless if a related parameter has changed every frame* while a regular state acts as expected
is there really no free/open source tool to combine skinned meshes in the unity editor?
I feel like surely this community came up with something 🧐
I've started working on that, but put it on hiatus due to time constraints. Feel free to try it out, fork/make a PR. It works on all of my personal projects, but there are probably still some edge cases where it completely breaks. https://github.com/Naraenda/PerfHammer
Guaranteed it'll break animations
I've thought of a system to fix animations, it's just too time consuming for me to work on as I have too many other projects going on right now
Oh wait , red clocks name by mesh don't they
Mmm
There is a script, can't recall its name, but it sets up toggles for you by promoting the use of mesh disabling
So... every model has like 12+meshes
I kri
It's such a pain to fix
If it's a PC avatar it's better to use UV based masking. Like Poiyomi v8 UDIM Discard. Up to 16 toggles in one material/mesh
Silent Cel Shading Shader also does this
no such system on quest unfortunately
Guessing it's a multipass alpha mask?
I haven't used v8 yet, last I checked it was in its testing phase
If Poiyomi did it the same way Silent did, it's done by moving the vertices outside the view frustum so they'll get discarded when doing the clipping check. The only performance costs for rendering a toggled off item is thus only the vertex part of the shader.
https://gitlab.com/s-ilent/SCSS/-/blob/master/Assets/Silent's Cel Shading Shader/Shaders/SCSS_Forward.cginc#L72
Mm... I don't really speak shader too well, but I'm assuming you are saying it shifts the uv positions rather than manipulating an alpha mask
Or masks
not sure why you would want to do that really
it's a dear simple thing to do in blender
any model edits should be done in blender
Unity is not a substitute for a 3d modeling program, it's a game engine
So, yes? That article says a lot if things, not too sure about the actual impact of some of it though
The average kitbasher has 0 blender skills lol
It's simple once you know, but most people won't touch blender because it just looks to daunting
It is daunting, what you mean
Yea it masks them based on UV position, but it's in a single pass
The skill cap is very high
That's pretty good actually
Good for instant on/off stuff
Not sure about 16 toggles per though
I know, but ctrl + J isn't so hard
Unless it's a low detail avatar or you want really minute things changed
Joining meshes, and merging materials. And CATs atlas is poopy 😂
Because combining 16 materials, even assuming half of them have actual texturing would need a fairly large texture
yea atlas is bad, Bake is immensely better
Bake joins all meshes, re packs UVs, bake all the original textures into the new UV map, including all PBR textures. it can also decimate, and it will bake the original to the decimated version when doing the normal bake
Is bake a new cats plug-in or blender plug-in or something
Still, last time I checked, bake doesn't allow you to have the fine control over what gets merged. It's good for fallbacks, but when people already have made their avatar in Unity, it's just too much of a hassle for them to set up textures properly in Blender to actually make use of those features. Let alone set up all the PBR nodes.....
you can just temporarily drag a mesh out of the armature
to exclude it
I mean baking can be done regardless
I bake stuff all the time
Manually though
And no not bread
I know you can, but realize that the average avatar creator does not have the expertise nor the patience to go through learning and doing all that
Most people just download a bunch of random assets, smack them on their armature in Unity and call it a day
Plus procedural decimation, kinda sucks
Unless it's like, houdini
And I'm not sure about one click either
Hi, I try make a chibi via vroid studio s but can't find right size,anyone got tips? I tryed youtube no success sorry if it is in wrong chat
You don't have an armature ?
No Armature=Cats don't see your mesh.
yep, that'll make it recognize it. ^^
Hello, I am trying to make a avatar for quest mobile and I keep running into this error "Avayar uses unsupported shader 'CubedParadox/Flat Lit toon' " even though I have changed things around that should make it work, someone help please!
Make new materials.
Shader parameters can get left behind if you just change the shader on existing materials that confuse the SDK.
Hey thanks for responding, how would I make new materials? I just only started doing this 2 days ago just for this avatar and all of this I do not know.
sorry im not sure where to do this, can you do a step by step process maybe?
sorry in advance
Nevermind that, I figurd it out! Thanks for helping. Cheers.
Hi, can someone tell me if adding parent constrains will impact performance more than actually parenting the bones?
what if the parent bone has dynamic bones or physic bones?
constraints have a unnoticeable higher impact on performance than actually parenting the bone. You won't notice it but don't go in and use thousands of constraints
ok, thank you
I'm not sure if this is the right channel, but I'm working on an avatar and when I changed the shaders to optimize it for quest use, a few of the textures on the face (that had previously been using the sprite texture instead of a shader) broke and it looks really messy. Does anybody have a solution? (This is my first time making an avatar so I'm sorry if the answer is really obvious.)
Quest doesn't support transparency, which is why you see the black outlines
Only way to fix that is to cut out the parts in Blender
Learned that the hard way when I first messed around with SS Link
The eyes...The horrible, empty eyes!
Ok, thanks. Now my problem is that I've got no clue how to bring this from unity into blender. The tutorials used a file that I don't have. Does anyone have any tips?
Like, how do I get the FBX file?
right click the asset and use show in explorer, that's your FBX file.
The prefab asset?
the one with the > icon on the right side
Do you have CATs?
yup
Did you import with CATs?
I tried, and It said the file isn't correct :/
What kind of file is it
not sure. I may have used the wrong thing but nothing here has the file extension of .FBX
should I send a screenshot of my assets?
Sure go ahead
Everything in my assets is here. I don't have the FBX asset that everyone in the tutorial videos do.
The arrow indicates it has embedded data which usually means it's an fbx among other things. Best thing to look for though if you want to find the fbx
I tried importing that and it didn't work. Do I need to use a converter or something?
depends on what it did
oh, it's a prefab with embedded data. That's new to me.
You can see the file type in unity here when it's selected
Search for this in your Project window
t:model
Ummmm...
I feel like something isn't right here
could the fact that I imported the model from VRoidhub have anything to do with it?
Sorry I completely forgot about this.
My wife loves shopping avatars on booth, they usually come with 20-30 meshes for customising outfits, but often no .blend files.
So I was looking for a way to optimise them without having to redo the entire pipeline from importing the .fbx file into Blender, setting up animations, shaders, avatar parameters, etc.
you don't need to redo everything
it's simply a matter of bringing it to blender, doing all the fixes you need, then re-exporting and overring the model in Unity
as long as you never unpacked the model in the first place, Unity will just update your model with the new version in place
without having to redo anything
What happens to all the mesh renderers in the prefab?
what do you mean exactly? the ones that were there that you removed in blender?
or merged?
When you purchase an avatar, they usually come with prefabs that are already set up with the avatar descriptor and all.
I wonder what happens when you just replace the fbx of them 
I actually never tried that.
you can also just use Pumkin's avatar tools to copy everything from one model to another
dynamic bones, descriptor and all
oh? I didn't know about that. That might solve the problem.
im new to unity and trying to port an avatar to quest but it says i have too many materials and polygons. how do i reduce the number of materials and polygons
sorry if this is the wrong channel
Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox
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 ...
thanks i probably should have just looked it up on youtube in the first place lol
this is a pretty good tutorial to start with
Blender is a good tutorial
whenever i join my avatars meshes in unity the mb drastically increases??
is there a workaround to this?
before and after
only thing changed are the joined meshes
Remove unused blendshapes
And lower poly counts
Triangles are polygons
tysm
that would still put you very poor but definitely an improvement
I would try the shaved off 264 polys
i can probably do that however for the textures, they are all in unity
my model is just blank in blender
so im unable to do the cats texture merge thing
you can just import the textures into blender
Idk if the textures I have are supported
They are .mat
And I actually have 26,000 polys because I forgot something was hidden 💔 I’m struggling, I’ve been trying to get this avatar quest ready for 2 painful days
that's the files for the material settings not the textures themselves
Oh my b
oooo
idk if this is a problem but my character has like set up shaders, poiyomi toon
god i looked it up i can't use anything but mobile shaders...
yup
I'm trying to use the Bake function in Cats for Quest optimisation and it throws me this error
Anybody knows how to fix it lol
If I try the PC option Blender just crashes
use blender 2.9
i think this error only shows in versions above 2.9
huh ok
Yeah, I think I will do what I need by hand
Lol
I Can't even create an atlas. 😄
Ok, apparently I cannot save an atlas in a folder where I have already save one.
After some random key bashing it worked
When i press upload avatar nothing happens and it doesn’t show any fixes I need to make what should I do
Is there a way to either get things like normal, matellic, emission maps into blender and use cats to create atlases, or an easy way to atlas them in unity or some other program?
Optimised my avatar for 'good' on pc, just struggling with the atlassing
Avi has 16 materials, most with emission maps, matellic maps, normals, so not really looking to do that by hand..
You just go into gimp and overlay the various maps on top of the texture atlas. Not hard whatsoever
You kinda have to do it that way, too, because otherwise if you create different atlases for each map, they won’t match up and will look funky
Hello! Is there an alternative to particle trails that works within the Good range?
So when i try to create an atlas for my model it does this? i have no idea whats happening
also when i press save atlas to it doesnt ask for a location it just does it
Can I use Poiyomi shader for my avatar and standard shader for items I spawn in? Or should I stick to only Poiyomi and find workarounds so I don't have to use 2 shaders
Yes, you can use two different shaders across your entire avatar.
Yes, I know I can, but would that be ideal if I'm trying to optimize my avatar? Should I use 1 custom shader on my whole avatar or can I use 1 custom and a standard unity shader? When would that be a consern to avatar performance?
ehh, depends
7.X and up have the locking system, which generates a new shader for every material with all of the unused code stripped out
I rely on a lot of poiyomi features for my avatar, but there also nothing wrong using Standard if it has everything you need
People would only need to actually lock all of the materials used throughout all animations on their avatars. If you don't do that and engage automatic locking by publishing your avatar, it will only lock in materials that are currently on your avatar in the scene. Others will stay unlocked.
I think this causes some avatars to freeze your game when you load them in.
I reduce polygons in blender, but when I import fbx to unity and put it in scene, it has the same amount of polygons as before (or just like 20k less than before)
Never happened to me before, tried redecimating it, tried new blender project, anyone know whats going on? Only this avatar apparently
Doesn't happen if I import the blender file into hierarchy, only fbx.
It was enabled by default, just like when I optimized avis before
An I cant upload using the blender file cause it wont detect visemes
I always export as a new fbx, didnt overwrite
Apply modifiers was unchecked, you think that could be it?
i'm trying
actually
i decimated using decimate modifiers
so maybe lol
so cute
omg it worked
that was it! just found it weird that this was checked by default before cause i never had this happen to me. Thank youuu
i decimated mesh by mesh, everything except the one that has the face
Ok so where would I ask this (I'm super new to this) I got everything working except an issue with my avatars tie clipping in it's chest, and I'm having trouble getting it both PC and quest compatible. Again I've never done this really and I figured out everything else but these have me stumped
Help, my avatar becomes suburnt when i switch the model to android compatible in unity
CATS bake does those
I exported the model like the one below. What's happening in top?
BIG THANKS! My first crack at pulling an avatar from Unity to Blender to optimize for Quest - got the 33,000 polygon count down to 9989 (faces in Blender). When I imported it back to Unity, it said I had 2147483647 Polygons! Checking that checkbox fixed it - 9989 polygons as reported by Blender.
More than likely your model has ngones (faces with 5 or more edges) so the software is making up it's own rules on how to cut up each face to make it into triangles that can be rendered out in games
I was so confused by this as well
Question: If I do not apply decimate and export, will it not be on the final fbx?
yes it will be in final fbx
but that can create problems with blendshapes
I'm asking cause I used to decimate and not apply, and it would be in the final fbx.
Then One time one specific avatar wouldn't export to the fbx, it had always the original number of polygons.
Someone said I should click on the export option that says "apply modifiers" under geometry in the export window.
But then I did, it messed up the blendshapes badly, like it said it would
So now I don't know what to do... lol I'm not decimating the blend shape mesh btw.
well so you applied decimator on meshes that have none of shape keys?
yes, like shirts for example
well it shouldn't affect shape keys when for example shirt isn't part of shape key
question is why when i use decimate in everything, its not exporting to fbx
hmm do you have only decimator as unapplied modifier?
how do i reduce polygons in blender
depends you can use decimate modifier but it can give bad effects.
ok ill try that thanks
I think I know what happened. It wont apply because every mesh has shape keys, for making it smaller instead of toggling on and off.
hmm idk if that is case, you can always make copy of blender file remove them and test if it will work
It only worked after removing shape keys AND cliking apply, just removing it didnt automatically work when exporting
i had to delete shape keys from other meshes in order to apply the decimate
just deleting and not applying didnt work
yeah you can use addon for applying modifiers when you have shape keys
it will apply modifies although it has shape keys? and wont break it?
well it probably will since you decimate vertices which are needed for shape key data
you said you have shape key for making them small so they blend inside body hmm you can always make toggles instead of doing that
yes, I know, but when I made a blendshape for a specific bone, it added a shape key to every mesh even the ones that had nothing to do with that bone
therefore making it impossible for me to apply decimate
and also, it wouldnt let me see sculpting in real time, it would only update changes after going to edit mode
yes bcs decimator if not applied is keep trying to decimate it in real time after you do changes
I know I should have decimated and applied before creating shape keys, now I know that.
I was formulating a very long question but found out the answer when I was writing it lol
@high kiln thank you a lot for yout time, it really helped
will CAT's atlas multiple texture maps or do i need to do them one at a time and hope for the best?
it does multiple
downgrade blender to 2.9
Actually wrong, I just found the problem - there was a PSD image and it needed to be a different format, I used PNG just now
well ok i thought you already used pngs and it still didn't worked
it happened to me in cats when i used 3.0
pfff psd more like trashsd
Mmmmm colliders when
Weird in this picture I see no colliders or bones. My safety settings are on
Best way to size down an avi? Besides deleting unnecessary bones, crunch compressing, sizing down textures...
I even decimating polygons but didnt change that much
Remove blendshapes if you have alot
Can someone give me recommendations for my avatar please? It's my first time doing one.
I will try to make one with blender but I don't know how that works yet
So i just made a Vroid character and customized everything
what do you want recommendations for ? style?
the only recommendation I can give is to make sure it'll appear for quest users
which means reducing poly count and combining materials
and doing the auto-fixes in Unity before publishing
Does CATS' atlasing system support Normal Maps applied through shader nodes?
No, it only supports Diffuse.
CATS Bake does
should be using that, not atlas
does every pbr map
Good to know
Haven't used CATS in awhile, but I'm working with a well optimized but messy model and I'm too lazy to combine mats myself
Well... Well optimized meshes, just a TON of mats.
They used normals instead of complex meshes, good on em but you shouldn't need 26 mats
Welp, Bake just... doesn't wanna work for me.
AH, armature was hidden. It's also screaming that it can't use more than 8 UV maps so I would have to atlas anyways
Yeah, Bake isn't doing much. Only brings it down to 17 materials.
I only have 3.0 cause this is a fresh WIndows install, I can just downgrade back to 2.8
2.93.8 should be best
Something like that yes. Because I only designed some clothes and put a cookie sticker on the face
And to about how much polygons should I put it down for quest users?
under 20,000
a VRoid avi will be hard to get over medium though, mine came into Blender at 38,000 and I narrowed it down to 19998 without it looking too bad. i think depending on hair though it could be easier
just particles
Hi, I have a question: can I upload an avatar that has two different models for PC and Quest? Basically, I want to make a 20k poly model for PC and then upload a 10k poly model for Quest to also use as a fallback, while using the same blueprint ID.
I just want to make sure this is how it works or if I have to upload a separate avatar for fallback use
I'm new to this and I can't exactly test on both platforms, I only have VRC on PC
yes each platform can have a different model
Awesome, thank you very much
while still being the same Avatar ID
Ok sweet. I just wanted to be reassured I uploaded my stuff right lol
I was also curious about this which is good to know!
Ok thank you
I'm not planing to stay at vroid for ever tho. I want to make my next avatar with Blender. But im still trying to figure out how that works
Anyway to optimize having multiple audio sources?
Does anyone know how to do this I been having trouble with this
your avatar does not have the visemes needed for VRChat
How do I get that
you will need to create them yourself, or pay someone to do it. if you're doing it yourself, you can use the CATS plugin to help speed things up
it has a feature to generate all of the required viseme shape keys only given the CH, OH and AA visemes
if you can find blendshapes on that model that closely match what those 3 should look like, CATS can use them to attempt to create the visemes for you
Is there a tutorial
maybe? never had to look that up sorry
It’s fine but I do better with help from someone or watching them
It helps me learn more
Besides I am new to blender
well at least now you know what to do
all that's left is to figure out how to do it
The one selected on the second image is A followed by I U E O but you do need to utilize Cats in order to create the rest
This tutorial shows you how to optimize your VRoid Model for VRChat using 𝗩𝗥𝗼𝗶𝗱 𝗦𝘁𝘂𝗱𝗶𝗼
and 𝗕𝗹𝗲𝗻𝗱𝗲𝗿. We aim to get medium or good performance ranking!
𝗕𝗹𝗲𝗻𝗱𝗲𝗿 𝟮.𝟴𝟯: https://download.blender.org/release/Blender2.83/
𝗖𝗔𝗧𝗦 𝗽𝗹𝘂𝗴𝗶𝗻: https://github.com/GiveMeAllYourCats/cats-blender-plugin
𝗠𝗮𝘁𝗲𝗿𝗶𝗮𝗹 𝗖𝗼𝗺𝗯𝗶𝗻𝗲𝗿 𝗮𝗱𝗱-𝗼𝗻: https://vrcat.club/threads/materia...
This video is time-stamped on how you're meant to do it within Blender (ver 2.93 works best with this pluggin)
You can watch the rest of the video as well to understand what's happening
Okay
Why does unity scream that my avatar will kill vrchat but when i use it its literally the only good performance avatar in most public servers?
the VRChat performance rating is not truly indicative of real-world performance. that, and the fact that other avatars are likely far worse than yours lol
can you screenshot what it says?
(My laptop cant screenshot) my quest can run this fine
lmao ofc it's very poor so many particles
they are heavy on performance
also 18 material slots isn't good too
I have seen a 38 material slot avatar with no performance loss
depends on your pc
PC that's probably fine somewhat until you use the particles, but people can set up a particle limiter on PC so most of those won't be shown to anyone who is using that.
Im a quest standalone player
if you have 38 materials ask other quest users if their performance drop
they will usually say yes
I saw that avatar, someone else was in it
and how many people were in the lobby exactly?
12
could be someone optimized it better
Also, the issue is not how your avatar alone performs. It's how much resources your Avatar takes up.
You can have very shitty avatars seemingly perform fine if it's just that Avatar and the world, but when you start having to consider you also need to render everyone else around you...
if you make the inside probably ~416, I am very bored yes
How to attach a part of a model to a bone in blender?
are you asking about weight painting where that part will deform or parenting where the part just follows the bone. Also: #avatar-rigging
How many particles is too many?
Depends on the audience and that they’re doing
The SDK tells you
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...
Almost everyone's avatar is already on very poor performance anyways so idk how mine compares to others in the grand scheme of things
But I do need like 40 particle emitters with ribbon trails
Well I don't suggest adding onto the problem
Technically 80 since each of those has a subemitter
Yeah that's gonna kill fps
Well the main emitters only have 1 particle active at a time, maybe 2
The trail subemitters have like 30 active at a time each
30*40 would be 1200 particles
Man if VRChat would just allow more non-default scripts this would be so much easier
They can't due to security risks
That's why I said more, not all
But like what more could they add?
You should be able to like submit scripts to be reviewed before they approve it or not
Maybe one that actually does tron trails correctly
That would require so much unnecessary extra work on both parties
Literally set a trail renderer to Z facing
Do that, put it on a sword, and swing the sword left to right
Then try to tell me that again lmao
That's not set correctly
It is, both in this attempt and in my own we first aligned it properly
It looks fine if you swing it with the blade
I know
I know exactly what you are saying
Then make sure it's aligned correctly
What are you doing differently to align yours?
That's not different
This must be set on the trail renderer. Once set, it will act as a trail in 3D space
Correct
So rotate yours 90 degrees
Does it still face the camera?
Then you gotta make sure it's rotated correctly. It definitely seems wrong
So how do you make sure it's rotated correctly?
Let me try to give an example
If I rotate this:
This is what yours looks like
So I would rotate mine this way on X
And this would give the results in the first image
So transformed how many degrees on which axis?
90 on whichever axis it takes for yours to be flat
Imagine it being an actual 3D flat plane object
alright so I rotated it so that in relation to the blade the Z axis is shifted 90 degrees, since the trail looks like this, and nothing changed after that rotation
it's still not parallel to the blade on that motion
I widened it a bit here, alone the axis of the blade edge it works
Why is your origin there
Because you don't swing a blade with the handle in the center of your body
so I have it under the box to simulate that
Okay so what object is the trail attached to
the blade itself, the blue bit
Thats what's wrong. Create an empty object under the blade and attach the trail to that. Then you can manipulate the trail rotation separately from the blade itself
So should I rotate the empty object or the trail?
Rotate the empty
Rotate the trail to whatever it takes to align it
You have complete control on the angle
What I just showed you is after the adjustment
Adjust more then
If I want a cube rotated 45 degrees and I rotate it 30, what would you do to it?
adjust it 15 more, but you'd think anything would change at 30.
Exactly. So what's stopping you from rotating your trail more? You're not at your desired angle
okay just
listen to what I am going to say very carefully
angle's wrong, means I should probably adjust -65 on the Z axis
Ooo cool sword
since that's what it's at
so lets do that
is it now at -65
angle's definitely off here but lets ignore that apparently
notice how nothing changed.
z is the axis it's not lined up with
but fine lets try that
lets set y to 90
well something did change, however,
it threw off another axis
that's what I'm saying is the issue with Z transform alignment
Import this, transfer "Demonstration" to your scene.
It's a flat plane with a trail on it
Don't touch the trail object, pretend the plane is the trail
So rotate that plane and see what the trail does
so it can only be one sided?
No it's just by default shaders are one sided
how do you make it two sided?
Well you can't expect a flat plane to work when you move it that way
but that's literally how I want the sword to work
if I can't move it every direction and have the trail be parallel to the blade it's not gonna work
You want a beat saber effect?
Yes, that's a good comparison actually
See my trails are set up exactly that way on my avatar
so how do you prevent that rotation?
Mine doesn't do that
Does the one on your avatar work any differently?
No not really
bruh
Here's my settings if you wanna copy them
how's it set up rotation-wise in relation to the blade?
and how's it set up in the hierarchy?
I thought you said you had it under an empty though
The trail is
is that empty not under the lightstick?
okay, that's how mine's set up then
Y'all are smart
Well then something is wonky on your set up because mine works just like beat saber
Turn it
Oh then your rotation is different
A different axis should be your Up
So your green is pointing down
A different one should be
green is pointing down
So make a different one point down
Honestly, just mess around with it until you get your effect
that is all I have done for a week my guy
Well then no idea. I can tell you that's not proper Z transform behaviour though
well this is the first I'm hearing of someone who actually got Z transform working as it should lol
I've been using Unity for over 8 years so I'd hope so
There has to be something different about how yours is set up
Can't you ^^ just send him the sword?
True
Sorry if that's dumb-
we could try that, I have a lot of extra assets in this project though
How do I do that?
Drag the sword from the scene to your assets folder. Right click that new asset and click Export
Set rotation of the trail to this:
Don't mind the scale, I just normalized it
the trail or the empty object?
alignment along the blade is off
You can fix that by moving it
it's still doing this as well
Don't worry about that. It happens when you reset because it immediately moves to a new rotation
Swinging it around works just fine for me
And in VR you will never have it reset like it does in Unity
Dinnernone if you don't mind me asking can I see the avatar this is for?
nope it's still doing it
it's unrelated to the blade, just a custom gryphon avatar lol
Ohh
it's not in this project though
what does your hierarchy and stuff look like?
and what's the empty set to?
rotation-wise
I rotated "Trail"
only trail?
I might've just found it as well, it seems related to speed
Set the scale of "Trail" to 1, and set the width to .001. For some reason the small scale makes it misbehaves
slow
It should work as intended then
Are you getting that from resetting the rotation?
How quickly
like 2 revolutions a second
This?
Can't exactly tell from that but it seems like that yeah
seems to do that in this axis as well for blade alignment
it's like it forgets it's rotation after it goes a certain speed
That is kind of intended behaviour. The entire trail rotates to the orientation at all times, and when you rotate super fast the old parts have to catch up
If you lower the Min Vertex Distance it may improve, also lowering Time will decrease the amount it needs to calculate in the past
But I don't think you'll ever be able to swing it that fast in VR anyways
If you are, you're using it wrong
moved min vertex distance from .1 to .001, nothing changed. Wouldn't changing the time change the length of the tail as well?
Yes but it's the only thing you can do to lower that inaccuracy
But like I said, I don't think you'll be able to reach those speeds in VR
wouldn't it go that fast just walking?
On my end you have to swing it pretty gosh darn hard to get this effect I see
Like almost fling
I see it after moving it like a 6th of the way across my mousepad
This is literally me sliding it as fast as possible
(With more time for demonstration)
maybe your sensitivity is just super low
That looks fine to me
oh yeah that would do it, you're swinging it from the center of the blade
it's obv not gonna go as fast on a smaller radius of swing lol
is there not a way to scale it back though?
Okay I see your outcome when rotating from another origin
there we go
I still don't think it'll be happening in VR, but I'm not sure what is happening here
would the scale of the objects affect anything?
cuz I have Weapon_Sword_15 set to like 200
Ah fixed
like maybe it just thinks it's going way faster because it's trying to calculate it on a much smaller scale
oh what'd you do?
predictably
So what I would suggest is to pick either axis to have this issue happen and test in VR. If it doesn't happen often or at all then I wouldn't worry about it
I recommend 0 on X as it prevents this during a slice
and we're sure it's not because of the scale of the sword?
cuz if you set it to 1 and look how far away it is from the offset rotation, that's a massive radius in comparison
lmao I think the scaling's off
Yeah scale that to your avatar
May or may not fix it, but I still suggest testing in VR
okay, 15 seems about right
lemme test the spin now
oh okay I think I remember why I upped the scale to begin with, the camera moved way too fast for me to be able to use properly
Just scale to your avatar and test in VR
Alright I think I completely fucked up my project
god damn it
I can't figure out how tf to scale this thing without messing up the shader effects and now I've packed and unpacked this thing so many times that Unity's going nuts on me
You can't even see the the weapon anymore when the root of it goes out of frame
Sounds like its a skinned mesh
I figured out what was wrong with the shader effects, apparently poiyomi acts differently when the VRChat SDK is in the same project
idk how tf to fix that though
Skinned Mesh Renderer > Does checking off Update When Offscreen do anything in terms of framerate, and what does it actually do?
Adding to this, what is a preferable Bounds Center and Extent supposed to be?
Update when offscreen is bad, it ignores camera clip bounds. Optimally all skinned renderers for the same avatar have the same bounds and anchor
technical difficulties here
I can't find where it lets me adjust facial/mouth expression for AEIOU
Hah funny meme
cope
blocks shaders for everyone except friends
good
thats smart
i really dont understand the meme though
jokes aside, it is so sad that I have to block shaders for everyone because I want to see people the way they want to look instead of the default uncostomized base
the way they “want” to look?
you know these avatars with a million custumization options?
you block shaders for them, they look completely uncustomized then
oh yes, poiyomi is very powerful and is actually good, however, most sane individuals will have shaders blocked for everyone except friends so I can't see that your avatar has different color hair or a different colored dress
very true
i find that blocking shaders greatly reduces my chances of random crashes in public instances and makes sure I don't get people spamming worldwide shaders or fullscreenshaders making me sick
but at what cost 😦
yeah it absolutely does. thats why i have them off for everyone
but i still dont understand the making fun of poiyomi
oh that meme
I think the meme meant that you can accomplish most of the things with standard shaders while having great performance and no bloat
well yeahhhh
but people take the easy route and use poyiomi because it "just works"
but it’s WAY too hard for a vrchat player to figure out
which is why poiyomi exists
yes 😦
i find that poiyomi existing helps with shader optimization tbh
i started with poiyomi, got really good at using it, and then became curious on how to limit my shader usage with the same results
yeah I am only experimenting with poiyomi too, but what kills me is the fact that it is non-existent on the quest, so avatar will look really different between PC and quest
not necessarily true
theres a lot you simply can do
cant*
but theres also a LOT of matcap magic
and you can animate the standard lite shader
I use LilToon on PC (It has the option to set the fallback shader so I have better control over how my Avi looks with custom shaders blocked)
And Matcap Lit on Quest and Standard for emissions
General just... PBR can pull a lot of weight
Just realized I could have a standard shader and a animation to swap to poiyomi when people show my avatar
So I have the best of both worlds
there's also the case to consider where shaders are blocked, but animations aren't
You can just switch the shader to Standard, edit the settings, and then switch back to Poiyomi. It will remember the settings you set for Standard
can someone please share a vrm to blender import please?
my cats is giving me an error
I don't know how to fix this
you can use 2.93.8
Can someone help me with textures for my avatar, it's a spiderman avatar I created for vrchat and uploaded it to pc, and now I'm trying to port it to quest, the only problem is I don't know how to get a similar or same metallic type reflection or even a mirror for the lens, can someone help me with this?
how do you bypass this?
oh what, I can just extract this
whoops
click tab on keyboard
thanks
which unity do you recommend to adjust the rest?
2019.80?
if you want use it for vrchat 2019.4.31f1 is right one
gotcha
something messed up
don't have access to builder
right click on vrchat folder in assets and reimport.
already did that
did it again
you don't know basics of uploading avatar?
you need avatar descriptor on it like on pc version.
you need watch this tutorial https://www.youtube.com/watch?v=rRAnDMUbWt8&t=228s&ab_channel=VRChatLearningChannel
Part 1: https://www.youtube.com/watch?v=xjS8rreIMos
00:00 - Intro
00:19 - Importing Your Avatar: UnityPackage Import
00:42 - Importing Your Avatar: FBX Import
01:20 - Importing Your Avatar: FBX Rig Configuration
02:23 - Importing Your Avatar: FBX Material Setup
03:56 - Avatar Descriptor
04:25 - Avatar Descriptor: View Position
04:45 - Avatar De...
oh that!
thanks for the vid.
but already got the most of that stuff done.
just trying to convert these to become quest friendly so quest users can actually see me +_+
alright, so I guess my blender files didn't extract properly if it's making me redo all these
back to blender -_-
no you imported new file into unity so it doesn't have data from it being previously in unity.
so you need to redo stuff
whaa.
if you don't want to, you need to actually replace it with avatar that already have avatar descriptor etc on
they're already made, just removing some extra stuff like in the tutorial vids
gonna do this tomorrow, too sleepy
thanks for the info
does anyone know how to combine all of my hair bones into one or two bones without screwing up weight painting?
this has probably been asked before, but what is the max ammount of polygons on quest 2? Or just like the recommended :3
20000 before you're very poor
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...
too many
can't do it
this is not quest friendly at all
can't desolve without fking up textures
Decimate the faces
Reduce bones
Compress the textures
Try to crunch them too
And yeah. You can just add a basic quest 2 support by changing the shaders to the VRchat/mobile/standart or toonlit. That's it
Your avatar will not show by default, but if they want, they can enable it and see it

A (semi) brief introduction to fallback avatars for VRChat, aimed at intermediate creators.
Resources In This Video:
https://docs.vrchat.com/docs/avatar-fallback-system
https://github.com/absolute-quantum/cats-blender-plugin
My Links:
https://www.tiktok.com/@chimericcurios
https://twitter.com/ChimericCurios
https://chimericcurios.booth.pm
Mus...
vrchat cats has a tool that can spit out like a quest optimized Avatar and a couple of clicks
Use PumkinsTools to copy stuff from the PC one to the new Quest FBX
There's also Polytool on Gumroad but it doesn't work as well on Anime/Human avatars
anyone have advice on how to use the latest version of CATS' atlas feature? I've tried using it a few times but it just seems to break the model.
more specifically, how to use this menu:
All I really want to do is have atlas groups for
1)skin
2)eyes
3)shirt
4)everything else
What ever is checkmarked will be saved to an atlas
so just checkmark all the skin then "Save Atlas to" etc
Though I highly recommend learning how to manually atlas stuff especially with VRoid models
thanks! do you know any good guides on how to manually atlas?
also why is it better to manually atlas?
VRoid textures even up having a LOT of empty space in the texture. If you automatically atlas them with Cats, that empty space will still be there and as a result you'll end up with huge files. Manually atlasing takes some effort so you'll need to find some tutorials or something, but it allows you to utilize the empty space for other textures and results in smaller files and better quality
Pumpkin tools?
you could always just upload the quest version as a test avatar for PC
well.. that’s how you would see how the quest version looks ingame?
with the quest version of your avatar, just keep your unity platform on windows instead of android, then locally test the avatar
it’ll look exactly the same as it would on quest, the mobile shaders work on the windows build
🤔
anyone know how i can combine all of my hair bones into one bone without screwing up the weight painting?
use CATS to merge the bones
rather than just deleting the bones
Not a guide but a useful tool
https://amanbairwal.gumroad.com/l/TransferImages?recommended_by=library
Doesn't do margins but they did make one that does if you want me to send it
If you need help with the tool lmk
My All-In-One RanTools (and P-Cutter) Addon is at flat 20% OFF using the code 'newyear' . You can check it out here:https://amanbairwal.gumroad.com/l/rantoolsTransfer Images is a free Blender Addon that allows you to transfer images from one UV map to another UV map in just a few Clicks.Free Script Sundays E03 - 'Transfer Images':Usage:> In Shad...
https://docs.google.com/document/d/13-LzjODZ0RbBooAOK5uszoIuvb8yfy4vYxwXsaDdZZg/mobilebasic
Here's a guide for manually atlasing on blender I've used before, worked pretty well for me.
Thanks. I'll take a look and try it out tomorrow
This looks really useful. Thank you
im trying to optimize my avatar because its over the 10mb limit for quest, and i deleted some assets and it went from 10.8mbs to 16mb somehow, does anyone know how to fix this?
isn't this glitchy
Haven't had any issues with it personally
Is there a more optimized way to handle this than these skinned mesh renders?
Its not required to be much more than working, but I'd like it to be above "verypoor"
bring that into blender and fix it
can't do much about it in Unity lol, it's a game engine, not a 3D modeling program
well, what in blender do I need to do? I dont really know a better way than the current method
well first, can any of those meshes be removed?
if they aren't needed, might aswell start by removing them
All of these are supposed to be toggleable, as they're the entire outfits of the player characters in the game
I could make them all seperate, but thats a lot more work over time.
I just want a good "super customizable" one that shows off everything.
If I was to merge all of these, how in gods name do I toggle them?
do you really need every piece to be individually toggleable? what if you had certain "outfits" instead
like all of the snow gear as one mesh
its probably the better long term option...
and you'd probably want to make some texture atlases
like all of the snow gear on one texture
in this one I did at least
its a far better optimization than it was before, which was a mess.
and the cats plugin link to the auto-texture-atlaser or whatever it was kinda is dea.d
ah well customized outfits are a no-go I guess.
well I suppose you could try combining pieces to get under very poor
mostly just focusing on not being very poor because there is a resource cap to poor can tell at a glance you're not outrageously unoptimized
we're as very poor could be like one over the limit or like 1,000
I'll just focus on skinned mesh renders for now and make just outfits toggleable.
Hi, Im trying to change a shader so that i can use an avatar i found on quest, but it wont let me. Anyone know how to fix?
use blender 2.9, you can get it through the betas on steam or manually download older versions with a bit of googling. CATS hasn't been updated for 3.0
you can export an fbx from your current project and then import it into 2.9. the blend file wont work on previous versions
Either export the materials from the fbx import settings or create a new material and apply it over this one.
You can’t edit the materials whilst they’re embedded afaik
how to combine materials without breaking the model’s uv mapping?
i have 13 mat slots/13 unique textures, and admittedly i don’t remember how to do it on a pre-existing mesh
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...
1:50 tutorial starts
I say I found the add on, but in reality I was banging my head into a wall trying to atlas and my friend said "just use this"
TexTools
https://github.com/SavMartin/TexTools-Blender/releases/tag/v1.4.4
UVPackmaster
https://uvpackmaster.com/uvpackmaster-for-blender/
I would appreciate a follow social media. @mcphersonsound ...
videos that show two different methods for doing it
thanks. didn’t know how folks did it nowadays
the first method is a bit faster but has less efficient to texture packing but the second one is a bit more manual so you can get everything stacked efficiently
will probably use the manual way then 👍
example of what I meant by the inefficient packing as because that's small little texture exist it generates all that empty space on the right because it can only operate by rearranging tiles https://i.gyazo.com/dacedae0ed0ce4603b5bc75824e226f4.png
the first method
couldn’t you just crop it, assuming the texture exports with all of that empty space?
you would still have to adjust the uv to fit the new texture space if you cropped it
like yeah the appropriate thing to do would just be relocate that small texture to somewhere empty on the big textures and relocate it uy
i see i see
hope your texture combining goes well
as i did not want to use cloth physics i used some physbones to simulate cloth however i did not want to use too many and now the mesh is clipping through the body. is there a better way to fix this or do i need to pepper the plane with physbones?
im asking it this way since atm the bones are just moving past the colliders and not stopping because of it. also, how would i connect these rows of physbones? im having them in a cape and wouldnt it cause problems if one row stays way back because of an arm and the other row swings the whole way forward?
Skirts should never be made out of bones if you want to avoid clipping. There is no way to avoid clipping with bones. Cloth is your best bet really
cape and coat, not skirt but when doing it with bones what would be the best way?
Well for physbones you can create a plane collider for the body
That's the tradeoff you need to make with bones. Sacrificing accuracy
but bones will be the only way to make it quest compatible
how many cloth simulations are allowed? for pc?
200 verts is Very Poor
201 is, 200 poor (have one with 199)
been testing to replace cloth with physbone stuff ,it was .eeeeeeehhh
Is there any problems with using a texture that's halfway between 1k and 2k?
If its not a power of two, it gets stretched or squished to be
That would cause issues then. Thanks for the heads up!
if it helps the texture can be a rectangle that's still a power of 2 so 1024 x 2048 is a valid power of 2 texture
for props, is it more efficient to have them on your main mesh as separate layers and enable/disable them this way or is it better to move them to its own mesh and hide/unhide it there?
