#avatar-optimization

1 messages · Page 66 of 1

silk lintel
#

and then apply it or check "apply all modifiers" when you export it from blender

limber lodge
#

well doesnt work really well :/

silk lintel
#

oh and make sure to click "custom normals"

limber lodge
#

yeah i did that :3

silk lintel
#

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

hollow sierra
#

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

summer gale
#

:(

hollow sierra
#

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

sick timber
#

And most of those meshes could easily be merged

hollow sierra
#

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

sick timber
buoyant holly
#

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

hollow sierra
#

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?

hollow sierra
#

My computer just falls over in your average pug instance from all the SHIT that's just going on

ruby isle
#

This is why safety settings are a thing

hollow sierra
#

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

ruby isle
#

Ehh not much worse if you're still lagging

hollow sierra
#

True

buoyant holly
hollow sierra
#

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

ruby isle
#

It is for people who never touched Blender or Unity in their life (95% of the VRChat community)

hollow sierra
#

I mean, I haven't touched Blender or Unity in my life and I still got below 70,000 tri's so...

#

shrug

ruby isle
#

Did you go from 500k to 70k?

hollow sierra
#

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?

ruby isle
#

Most avatars you buy off gumroad are overmodeled

hollow sierra
#

oof

#

Is there any particular reason why that's the case?

ruby isle
#

Mostly because they're made by inexperienced people who don't care

hollow sierra
#

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

ruby isle
#

Well crashing is mostly due to VRAM usage

#

You're not gonna crash because of 500k polys alone

#

Just bad framerate

hollow sierra
#

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

ruby isle
#

Of course not but nobody optimizes textures

#

And by nobody I mean nobody

hollow sierra
#

Rip

#

Imagine if more people learned about texture atlasing

ruby isle
#

Well even atlasing doesn't help VRAM unless you make it quite small and have only 1 material

hollow sierra
#

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

ruby isle
#

Typically yes

#

My avatar is entirely 1 single atlas

hollow sierra
#

Yeah I have mine down to one atlas as well

heady smelt
#

All of my avatars are excellently uhh
ranked??

coral valve
#

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

coral valve
#

Thank you, so much

#

I've spent literal hours looking for the material combiner but its always not taken me to the website

buoyant holly
calm spade
#

Right ?

#

All the others are 20 minutes long sweat

buoyant holly
#

some of them I'd imagined would also be including installing cats and the material combiner

hollow sierra
#

Gotta love stuff that's to the point

lavish drift
#

Anyone got a fix or and alternative for a unity shader whit cutout/transparency?

buoyant holly
#

the unity standard Shader does have a cutout transparency mode

lavish drift
#

Yeah but in the vr chat sdk there isnt

buoyant holly
#

question are you trying to do a quest Avatar

#

as there's no transparency permitted at all on Quest avatars

lavish drift
#

Yeah a quest avatar, thats why im asking if theres a workaround or a fix. Im getting black boxes around the eyebrows

heady smelt
#

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

buoyant holly
buoyant holly
heady smelt
#

It'd tell me what exactly?

buoyant holly
#

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

heady smelt
#

Oki

#

"Avatar projects not fully supported yet"

hollow sierra
#

Oof

sick timber
#

Still works for build sizes

heady smelt
#

Yeah, but I can see buildsizes itself from the VRC SDK

sick timber
#

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

buoyant holly
heady smelt
#

O

#

Nevermind

buoyant holly
#

you have to successfully upload a build for it to show that

heady smelt
#

I was just too blind

#

I see now

buoyant holly
#

like the test upload function on PC would work just fine

heady smelt
#

It appears that some textures were indeed still on a wayyyy too high of a size

buoyant holly
#

so now you know and can fix it

brisk lodge
#

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?

buoyant holly
#

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

brisk lodge
#

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.

buoyant holly
#

that I wouldn't have much suggestions on hopefully folks who have actually played around with face tracking could give suggestions

ruby isle
dense ember
#

what's the general poly limit for avatars so quest 2 users can see it by default?

dense ember
#

which one of those can quest 2 users see by default??

buoyant holly
#

I showed all the ones that will be seen by default in the screenshot

dense ember
#

aah

#

ty

#

can I make an avatar that shows up as lowpoly/compatible for quest users, but high quality for everyone else?

buoyant holly
#

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

dense ember
#

ah cool

fair oriole
#

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

fair oriole
tall sedge
#

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.

stray tangle
tall sedge
gloomy stratus
#

anyone knows how to make expressions linked to both hands gesture?
like happy when both hands are doing the thumbs up gesture

stray tangle
#

otherwise you won't be able to animate them when the shader is locked

proper grail
unreal plover
# proper grail ~~Itll look something like this~~ ~~Theres a teeny tiny problem with knuckles co...

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

Likes

626

Retweets

251

proper grail
#

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.

fair oriole
timber marten
#

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

timber marten
timber marten
vital mist
# timber marten You can set up back and forth transitions from every state, or just use any stat...

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.

timber marten
#

Don't think you can play with other options regardless

#

I could be wrong though

#

If it goes to an exit state

vital mist
#

i remember being able to but I'm unable to check at the moment

#

can always go back to neutral anyway

timber marten
#

Maybe

#

But the overhead is still negligible unless you set up an entire int layer with any state

#

🤷‍♂️

vital mist
#

oh yeah no it's only really notable if you get into the hundreds total, but it's still good info to know

timber marten
#

I would think Hai would have implemented this

unreal plover
timber marten
#

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

tall sedge
unreal plover
# timber marten I don't think it will make as big an impact as you think, especially in cases li...

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

timber marten
#

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

proper grail
#

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

delicate urchin
#

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 🧐

unreal plover
# delicate urchin is there really no free/open source tool to combine skinned meshes in the unity ...

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

GitHub

PerfHammer is a Unity tool to optimize (VRChat) assets. - GitHub - Naraenda/PerfHammer: PerfHammer is a Unity tool to optimize (VRChat) assets.

timber marten
#

Might break animations if you do that

#

Just be aware

unreal plover
#

Guaranteed it'll break animations

timber marten
#

I mean... maybe they red clocked it

#

;]

unreal plover
#

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

timber marten
#

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

unreal plover
#

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

timber marten
#

Guessing it's a multipass alpha mask?

#

I haven't used v8 yet, last I checked it was in its testing phase

unreal plover
timber marten
#

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

stray tangle
#

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

timber marten
#

I mean probuilder exists

#

🤷‍♂️

timber marten
unreal plover
#

It's simple once you know, but most people won't touch blender because it just looks to daunting

timber marten
#

It is daunting, what you mean

unreal plover
timber marten
#

The skill cap is very high

#

That's pretty good actually

#

Good for instant on/off stuff

#

Not sure about 16 toggles per though

stray tangle
#

I know, but ctrl + J isn't so hard

timber marten
#

Unless it's a low detail avatar or you want really minute things changed

unreal plover
#

Joining meshes, and merging materials. And CATs atlas is poopy 😂

timber marten
#

Because combining 16 materials, even assuming half of them have actual texturing would need a fairly large texture

stray tangle
timber marten
#

Whats the difference

#

?

stray tangle
#

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

timber marten
#

Is bake a new cats plug-in or blender plug-in or something

stray tangle
#

aka one click optimized model basically

#

it's a native feature of CATS

unreal plover
#

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.....

stray tangle
#

to exclude it

timber marten
#

I mean baking can be done regardless

#

I bake stuff all the time

#

Manually though

#

And no not bread

unreal plover
#

Most people just download a bunch of random assets, smack them on their armature in Unity and call it a day

timber marten
#

Plus procedural decimation, kinda sucks

#

Unless it's like, houdini

#

And I'm not sure about one click either

marble meadow
#

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

torn fiber
#

need help with cats blender plugin its reporting no mesh found

calm spade
glass ibex
torn fiber
#

thanjs

#

ill just add a singular bone

glass ibex
#

yep, that'll make it recognize it. ^^

gray gull
#

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!

tawdry venture
#

Shader parameters can get left behind if you just change the shader on existing materials that confuse the SDK.

gray gull
# tawdry venture Make new materials.

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.

tawdry venture
#

Then assign them to the skinned mesh renderer on the avatar.

gray gull
#

sorry im not sure where to do this, can you do a step by step process maybe?

#

sorry in advance

gray gull
honest frigate
#

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?

unreal plover
#

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

honest frigate
#

ok, thank you

prisma bison
#

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.)

unreal plover
#

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

heady smelt
#

Learned that the hard way when I first messed around with SS Link

#

The eyes...The horrible, empty eyes!

prisma bison
#

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?

unreal plover
#

right click the asset and use show in explorer, that's your FBX file.

prisma bison
#

The prefab asset?

unreal plover
#

the one with the > icon on the right side

prisma bison
#

Thanks, found it!

#

Um, it's not working when i try to import it to blender

unreal plover
#

Do you have CATs?

prisma bison
#

yup

unreal plover
#

Did you import with CATs?

prisma bison
#

I tried, and It said the file isn't correct :/

ruby isle
prisma bison
#

should I send a screenshot of my assets?

ruby isle
prisma bison
#

Everything in my assets is here. I don't have the FBX asset that everyone in the tutorial videos do.

onyx harness
prisma bison
prisma bison
#

This is what I did, how it reacted

#

Does this help?

onyx harness
#

Search for this in your Project window
t:model

prisma bison
#

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?

delicate urchin
# stray tangle not sure why you would want to do that really

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.

stray tangle
#

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

delicate urchin
#

What happens to all the mesh renderers in the prefab?

stray tangle
#

what do you mean exactly? the ones that were there that you removed in blender?

#

or merged?

delicate urchin
#

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 vrcThinking

I actually never tried that.

stray tangle
#

you can also just use Pumkin's avatar tools to copy everything from one model to another

#

dynamic bones, descriptor and all

delicate urchin
#

oh? I didn't know about that. That might solve the problem.

hot anchor
#

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

buoyant holly
hot anchor
buoyant holly
#

this is a pretty good tutorial to start with

echo geyser
#

Blender is a good tutorial

ornate harbor
#

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

ruby isle
ruby isle
#

And lower poly counts

umbral hedge
#

on blender i have no clue which one is polys

ruby isle
umbral hedge
#

tysm

umbral hedge
#

do you think 20263 polys is okay for quest

#

i started off with 52000

buoyant holly
#

that would still put you very poor but definitely an improvement

#

I would try the shaved off 264 polys

umbral hedge
#

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

buoyant holly
#

you can just import the textures into blender

umbral hedge
#

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

buoyant holly
umbral hedge
#

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...

buoyant holly
#

yup

solemn owl
#

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

high kiln
#

use blender 2.9

solemn owl
#

I can't use 2.93 ?

#

2.91 actually

high kiln
#

i think this error only shows in versions above 2.9

solemn owl
#

huh ok

#

Yeah, I think I will do what I need by hand

#

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

wraith trench
#

When i press upload avatar nothing happens and it doesn’t show any fixes I need to make what should I do

dim badger
#

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..

heady smelt
#

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

mossy stump
#

Hello! Is there an alternative to particle trails that works within the Good range?

pulsar cypress
#

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

lavish pebble
#

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

sick timber
lavish pebble
#

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?

upper yacht
#

It's about how heavy those shaders are

#

Poiyomi is more heavy than standard

stray tangle
#

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

lone tiger
#

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.

crisp monolith
#

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

heady smelt
#

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

red basin
#

Help, my avatar becomes suburnt when i switch the model to android compatible in unity

glad vault
#

I exported the model like the one below. What's happening in top?

spare adder
#

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.

heady smelt
heady smelt
crisp monolith
#

Question: If I do not apply decimate and export, will it not be on the final fbx?

high kiln
#

but that can create problems with blendshapes

crisp monolith
# high kiln 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.

high kiln
crisp monolith
high kiln
crisp monolith
high kiln
#

hmm do you have only decimator as unapplied modifier?

hot anchor
#

how do i reduce polygons in blender

high kiln
hot anchor
crisp monolith
high kiln
crisp monolith
high kiln
#

what if you just delete shape keys?

#

or only apply

crisp monolith
#

i had to delete shape keys from other meshes in order to apply the decimate

#

just deleting and not applying didnt work

high kiln
#

yeah you can use addon for applying modifiers when you have shape keys

crisp monolith
#

it will apply modifies although it has shape keys? and wont break it?

high kiln
#

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

crisp monolith
#

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

high kiln
#

yes bcs decimator if not applied is keep trying to decimate it in real time after you do changes

crisp monolith
#

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

pure bridge
#

will CAT's atlas multiple texture maps or do i need to do them one at a time and hope for the best?

solemn owl
#

How do I solve this error ?

#

I cannot make an atlas with cats

high kiln
solemn owl
high kiln
#

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

heady smelt
#

pfff psd more like trashsd

heady smelt
#

Mmmmm colliders when

ruby isle
crisp monolith
#

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

radiant shadow
#

Remove blendshapes if you have alot

plain crystal
#

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

ivory charm
#

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

indigo jungle
#

Does CATS' atlasing system support Normal Maps applied through shader nodes?

tawdry venture
#

No, it only supports Diffuse.

stray tangle
#

should be using that, not atlas

#

does every pbr map

indigo jungle
#

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

indigo jungle
#

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.

stray tangle
#

3.0 is not fully supported

#

use the Dev version if you want to use 3.0

indigo jungle
#

I only have 3.0 cause this is a fresh WIndows install, I can just downgrade back to 2.8

stray tangle
#

2.93.8 should be best

indigo jungle
#

coolcool, grabbing it now

#

I mainly got 3.0 to try the VR scene inspection addon

plain crystal
#

And to about how much polygons should I put it down for quest users?

ivory charm
#

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

heady smelt
#

A 0 polygon avatar would be quite something

#

Bones upon bones

robust anchor
#

just particles

fringe wasp
#

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

buoyant holly
fringe wasp
#

Awesome, thank you very much

buoyant holly
#

while still being the same Avatar ID

fringe wasp
#

Ok sweet. I just wanted to be reassured I uploaded my stuff right lol

heady smelt
#

I was also curious about this which is good to know!

plain crystal
plain crystal
wary badger
#

Anyway to optimize having multiple audio sources?

heady smelt
#

Does anyone know how to do this I been having trouble with this

stray tangle
heady smelt
#

How do I get that

stray tangle
#

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

heady smelt
#

Is there a tutorial

stray tangle
#

maybe? never had to look that up sorry

heady smelt
#

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

stray tangle
#

well at least now you know what to do

#

all that's left is to figure out how to do it

heady smelt
#

True

#

Thanks Sacred for the help

heady smelt
#

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...

▶ Play video
#

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

heady smelt
#

Okay

terse escarp
#

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?

stray tangle
#

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

languid quartz
terse escarp
#

(My laptop cant screenshot) my quest can run this fine

high kiln
#

lmao ofc it's very poor so many particles

#

they are heavy on performance

#

also 18 material slots isn't good too

terse escarp
high kiln
#

depends on your pc

languid quartz
#

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.

terse escarp
high kiln
#

if you have 38 materials ask other quest users if their performance drop

#

they will usually say yes

terse escarp
stray tangle
#

and how many people were in the lobby exactly?

terse escarp
#

12

high kiln
#

could be someone optimized it better

languid quartz
#

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...

distant jetty
#

if you make the inside probably ~416, I am very bored yes

dusk badge
#

How to attach a part of a model to a bone in blender?

terse gale
shrewd dawn
#

How many particles is too many?

onyx harness
#

Depends on the audience and that they’re doing

ruby isle
shrewd dawn
#

But I do need like 40 particle emitters with ribbon trails

ruby isle
#

Well I don't suggest adding onto the problem

shrewd dawn
#

Technically 80 since each of those has a subemitter

ruby isle
#

Yeah that's gonna kill fps

shrewd dawn
#

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

ruby isle
#

They can't due to security risks

shrewd dawn
#

That's why I said more, not all

ruby isle
#

But like what more could they add?

shrewd dawn
#

You should be able to like submit scripts to be reviewed before they approve it or not

shrewd dawn
ruby isle
#

That would require so much unnecessary extra work on both parties

ruby isle
shrewd dawn
#

Then try to tell me that again lmao

ruby isle
#

I have lightsticks in game that serve a similar purpose

#

I am still telling you

shrewd dawn
#

I have already attempted it

#

Lemme show you what that looks like

ruby isle
#

That's not set correctly

shrewd dawn
#

It is, both in this attempt and in my own we first aligned it properly

ruby isle
#

Set this

shrewd dawn
#

It looks fine if you swing it with the blade

#

I know

#

I know exactly what you are saying

ruby isle
#

Then make sure it's aligned correctly

shrewd dawn
#

And I did

#

Both of us did

ruby isle
shrewd dawn
#

Try each direction

#

Rotation as well

ruby isle
#

Works fine

shrewd dawn
#

What are you doing differently to align yours?

ruby isle
shrewd dawn
#

That's not different

ruby isle
#

This must be set on the trail renderer. Once set, it will act as a trail in 3D space

shrewd dawn
#

Correct

ruby isle
#

So rotate yours 90 degrees

shrewd dawn
#

In world space as well

#

I did that as well

ruby isle
#

Does it still face the camera?

shrewd dawn
#

No

#

But it doesn't stay parallel to the blade when swung left to right specifically

ruby isle
#

Then you gotta make sure it's rotated correctly. It definitely seems wrong

shrewd dawn
#

So how do you make sure it's rotated correctly?

ruby isle
#

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

shrewd dawn
#

So transformed how many degrees on which axis?

ruby isle
#

90 on whichever axis it takes for yours to be flat

#

Imagine it being an actual 3D flat plane object

shrewd dawn
#

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

ruby isle
#

Why is your origin there

shrewd dawn
#

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

ruby isle
#

Okay so what object is the trail attached to

shrewd dawn
#

the blade itself, the blue bit

ruby isle
#

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

shrewd dawn
#

So should I rotate the empty object or the trail?

ruby isle
#

Rotate the empty

shrewd dawn
#

so this is the game object rotation

#

trail undeneath is the same

#

not aligned

ruby isle
#

Rotate the trail to whatever it takes to align it

#

You have complete control on the angle

shrewd dawn
ruby isle
#

Adjust more then

shrewd dawn
#

let me walk you through what I am doing

ruby isle
#

If I want a cube rotated 45 degrees and I rotate it 30, what would you do to it?

shrewd dawn
ruby isle
#

Exactly. So what's stopping you from rotating your trail more? You're not at your desired angle

shrewd dawn
#

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

heady smelt
#

Ooo cool sword

shrewd dawn
#

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.

ruby isle
#

Then rotate another axis

#

Z is not the only rotation

shrewd dawn
#

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

ruby isle
#

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

shrewd dawn
#

it does this when moved up and down

ruby isle
#

Other side

#

It's one sided

shrewd dawn
#

so it can only be one sided?

ruby isle
#

No it's just by default shaders are one sided

shrewd dawn
#

how do you make it two sided?

ruby isle
#

The shader

#

There's a double sided checkbox in the default Unity particle shader

shrewd dawn
#

it swaps axis here

ruby isle
#

Well you can't expect a flat plane to work when you move it that way

shrewd dawn
#

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

ruby isle
#

You want a beat saber effect?

shrewd dawn
#

Yes, that's a good comparison actually

ruby isle
#

See my trails are set up exactly that way on my avatar

shrewd dawn
#

so how do you prevent that rotation?

ruby isle
#

Mine doesn't do that

shrewd dawn
#

Does the one on your avatar work any differently?

ruby isle
#

No not really

shrewd dawn
#

bruh

ruby isle
#

Here's my settings if you wanna copy them

shrewd dawn
#

how's it set up rotation-wise in relation to the blade?

ruby isle
#

Lightstick

shrewd dawn
#

and how's it set up in the hierarchy?

ruby isle
#

The lightstick is attached to my wrist

shrewd dawn
#

I thought you said you had it under an empty though

ruby isle
#

The trail is

shrewd dawn
#

is that empty not under the lightstick?

shrewd dawn
#

okay, that's how mine's set up then

heady smelt
#

Y'all are smart

ruby isle
#

Well then something is wonky on your set up because mine works just like beat saber

shrewd dawn
#

rotation's set up the same

#

this works

#

this doesn't

heady smelt
#

Turn it

ruby isle
#

Uhh are you positive you have it set to Z Transform?

#

That looks like not Z

shrewd dawn
#

it is definitely z

ruby isle
#

Oh then your rotation is different

#

A different axis should be your Up

#

So your green is pointing down

#

A different one should be

shrewd dawn
#

green is pointing down

ruby isle
#

So make a different one point down

#

Honestly, just mess around with it until you get your effect

shrewd dawn
ruby isle
#

Well then no idea. I can tell you that's not proper Z transform behaviour though

shrewd dawn
#

well this is the first I'm hearing of someone who actually got Z transform working as it should lol

ruby isle
#

I've been using Unity for over 8 years so I'd hope so

shrewd dawn
#

There has to be something different about how yours is set up

ruby isle
#

I sent my settings

#

Feel free to copy them

heady smelt
#

Can't you ^^ just send him the sword?

ruby isle
#

True

heady smelt
#

Sorry if that's dumb-

shrewd dawn
#

we could try that, I have a lot of extra assets in this project though

ruby isle
#

Just package the sword only

#

Create a prefab of it, export that prefab

shrewd dawn
#

How do I do that?

ruby isle
#

Drag the sword from the scene to your assets folder. Right click that new asset and click Export

shrewd dawn
#

lmk if you have any luck with that

ruby isle
#

Don't mind the scale, I just normalized it

shrewd dawn
#

the trail or the empty object?

ruby isle
#

Trail

shrewd dawn
ruby isle
#

Swing it around

shrewd dawn
#

alignment along the blade is off

ruby isle
#

You can fix that by moving it

shrewd dawn
#

it's still doing this as well

ruby isle
#

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

heady smelt
#

Dinnernone if you don't mind me asking can I see the avatar this is for?

shrewd dawn
#

nope it's still doing it

shrewd dawn
heady smelt
#

Ohh

shrewd dawn
#

it's not in this project though

ruby isle
shrewd dawn
#

what does your hierarchy and stuff look like?

ruby isle
#

Same as yours

#

All I did as change scale and rotations

shrewd dawn
#

and what's the empty set to?

ruby isle
shrewd dawn
#

rotation-wise

ruby isle
#

I rotated "Trail"

shrewd dawn
#

only trail?

ruby isle
#

And then rotated the "Weapon_Sword_015" to test

#

OHH

#

I see your issue

shrewd dawn
#

I might've just found it as well, it seems related to speed

ruby isle
#

Set the scale of "Trail" to 1, and set the width to .001. For some reason the small scale makes it misbehaves

shrewd dawn
ruby isle
#

Change the width to whatever you need

#

.01 or .1

shrewd dawn
#

it is now

ruby isle
#

It should work as intended then

shrewd dawn
#

it does sometimes

#

this shows it a bit better

ruby isle
#

Are you getting that from resetting the rotation?

shrewd dawn
#

no, it swaps between the two after you rotate it so quickly

ruby isle
#

How quickly

shrewd dawn
#

like 2 revolutions a second

ruby isle
shrewd dawn
#

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

ruby isle
#

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

shrewd dawn
#

moved min vertex distance from .1 to .001, nothing changed. Wouldn't changing the time change the length of the tail as well?

ruby isle
#

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

shrewd dawn
#

wouldn't it go that fast just walking?

ruby isle
#

On my end you have to swing it pretty gosh darn hard to get this effect I see

#

Like almost fling

shrewd dawn
#

I see it after moving it like a 6th of the way across my mousepad

ruby isle
#

This is literally me sliding it as fast as possible

#

(With more time for demonstration)

shrewd dawn
#

maybe your sensitivity is just super low

ruby isle
#

That looks fine to me

shrewd dawn
#

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?

ruby isle
#

Okay I see your outcome when rotating from another origin

shrewd dawn
#

there we go

ruby isle
#

I still don't think it'll be happening in VR, but I'm not sure what is happening here

shrewd dawn
#

would the scale of the objects affect anything?

#

cuz I have Weapon_Sword_15 set to like 200

ruby isle
#

Ah fixed

shrewd dawn
#

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?

ruby isle
#

90 on X seems to fix it

#

However it still happens on a different axis

shrewd dawn
#

predictably

ruby isle
#

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

shrewd dawn
#

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

ruby isle
#

Put it at the scale it'd be on your avatar

#

In fact, just attach it and test in VR

shrewd dawn
#

lmao I think the scaling's off

ruby isle
#

Yeah scale that to your avatar

#

May or may not fix it, but I still suggest testing in VR

shrewd dawn
#

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

ruby isle
#

Just scale to your avatar and test in VR

shrewd dawn
#

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

ruby isle
#

Sounds like its a skinned mesh

shrewd dawn
#

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

wheat garden
#

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?

proper grail
#

Update when offscreen is bad, it ignores camera clip bounds. Optimally all skinned renderers for the same avatar have the same bounds and anchor

heady smelt
#

technical difficulties here

I can't find where it lets me adjust facial/mouth expression for AEIOU

heady smelt
#

hmm, think I've got the wrong version

#

I can't adjust the mouth at all

undone moat
ruby isle
#

Hah funny meme

fallow pendant
undone moat
fallow pendant
#

thats smart

#

i really dont understand the meme though

undone moat
#

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

fallow pendant
#

the way they “want” to look?

undone moat
#

you know these avatars with a million custumization options?

#

you block shaders for them, they look completely uncustomized then

fallow pendant
#

very true

#

your point?

#

that poiyomi is very powerful?

undone moat
#

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

fallow pendant
#

very true

undone moat
#

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 😦

fallow pendant
#

yeah it absolutely does. thats why i have them off for everyone

#

but i still dont understand the making fun of poiyomi

undone moat
#

oh that meme

fallow pendant
#

(im a poiyomi simp)

#

😳

#

no need to yell

undone moat
#

I think the meme meant that you can accomplish most of the things with standard shaders while having great performance and no bloat

fallow pendant
#

well yeahhhh

undone moat
#

but people take the easy route and use poyiomi because it "just works"

fallow pendant
#

but it’s WAY too hard for a vrchat player to figure out

#

which is why poiyomi exists

undone moat
#

yes 😦

fallow pendant
#

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

undone moat
#

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

fallow pendant
#

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

nova hornet
#

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

normal nova
#

General just... PBR can pull a lot of weight

stray quarry
#

i only use standard lite

#

why do i never read the dates before i send a messgae

languid apex
#

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

robust anchor
#

there's also the case to consider where shaders are blocked, but animations aren't

ruby isle
#

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

heady smelt
#

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

high kiln
#

cats is not fully functional with 3.1

heady smelt
#

damn it

#

thanks

heady smelt
#

any of these?

high kiln
#

you can use 2.93.8

static birch
#

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?

willow tiger
#

doesnt standard lite have a metallic map?

#

or am i thinking crazy

heady smelt
#

oh what, I can just extract this

#

whoops

heady smelt
#

noob question

#

how do I go on edit mode and select bones?

high kiln
#

click tab on keyboard

heady smelt
#

ah

#

thanks

heady smelt
#

anyone have an updated link for this?

heady smelt
#

2019.80?

high kiln
#

if you want use it for vrchat 2019.4.31f1 is right one

heady smelt
#

gotcha

heady smelt
#

don't have access to builder

high kiln
heady smelt
#

did it again

high kiln
#

you don't know basics of uploading avatar?

heady smelt
#

oh it's not uploading

#

I'm trying to convert my custom made to become quest friendly

high kiln
#

you need avatar descriptor on it like on pc version.

#

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...

▶ Play video
heady smelt
#

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 -_-

high kiln
#

so you need to redo stuff

heady smelt
high kiln
#

if you don't want to, you need to actually replace it with avatar that already have avatar descriptor etc on

heady smelt
#

gonna do this tomorrow, too sleepy

#

thanks for the info

fallow pendant
#

does anyone know how to combine all of my hair bones into one or two bones without screwing up weight painting?

steep acorn
#

this has probably been asked before, but what is the max ammount of polygons on quest 2? Or just like the recommended :3

buoyant holly
#

20000 before you're very poor

heady smelt
#

too many

#

can't do it

#

this is not quest friendly at all

#

can't desolve without fking up textures

raw plover
#

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

crisp ermine
#

Or just retopo/rebuild it for quest.

#

OUO

buoyant holly
#

vrchat cats has a tool that can spit out like a quest optimized Avatar and a couple of clicks

nova hornet
nova hornet
ebon kite
#

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

nova hornet
ebon kite
#

also why is it better to manually atlas?

ruby isle
# ebon kite 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

nimble kindle
#

you could always just upload the quest version as a test avatar for PC

nimble kindle
#

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

nimble kindle
#

🤔

fallow pendant
#

anyone know how i can combine all of my hair bones into one bone without screwing up the weight painting?

stray tangle
#

rather than just deleting the bones

nova hornet
nova hornet
# ebon kite thanks! do you know any good guides on how to manually atlas?

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

Gumroad

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...

coarse vine
ebon kite
ebon kite
buoyant geode
#

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?

heady smelt
nova hornet
solemn bough
#

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"

stray tangle
#

can't do much about it in Unity lol, it's a game engine, not a 3D modeling program

solemn bough
#

well, what in blender do I need to do? I dont really know a better way than the current method

stray tangle
#

well first, can any of those meshes be removed?

#

if they aren't needed, might aswell start by removing them

solemn bough
#

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?

stray tangle
#

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

solemn bough
#

its probably the better long term option...

buoyant holly
#

and you'd probably want to make some texture atlases

#

like all of the snow gear on one texture

solemn bough
#

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.

buoyant holly
#

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

solemn bough
#

I'll just focus on skinned mesh renders for now and make just outfits toggleable.

mellow parrot
#

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?

mossy cargo
#

you can export an fbx from your current project and then import it into 2.9. the blend file wont work on previous versions

onyx harness
#

You can’t edit the materials whilst they’re embedded afaik

fickle atlas
#

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

buoyant holly
#

videos that show two different methods for doing it

fickle atlas
#

thanks. didn’t know how folks did it nowadays

buoyant holly
#

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

fickle atlas
#

will probably use the manual way then 👍

buoyant holly
#

the first method

fickle atlas
#

couldn’t you just crop it, assuming the texture exports with all of that empty space?

buoyant holly
#

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

fickle atlas
#

i see i see

buoyant holly
#

hope your texture combining goes well

keen rain
#

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?

ruby isle
keen rain
#

cape and coat, not skirt but when doing it with bones what would be the best way?

ruby isle
#

Well for physbones you can create a plane collider for the body

keen rain
#

yeah but then it would never be at the front

#

ill experiment a bit

ruby isle
#

That's the tradeoff you need to make with bones. Sacrificing accuracy

keen rain
#

but bones will be the only way to make it quest compatible

#

how many cloth simulations are allowed? for pc?

ruby isle
#

200 verts is Very Poor

radiant shadow
#

201 is, 200 poor (have one with 199)

#

been testing to replace cloth with physbone stuff ,it was .eeeeeeehhh

coarse vine
#

Is there any problems with using a texture that's halfway between 1k and 2k?

proper grail
#

If its not a power of two, it gets stretched or squished to be

coarse vine
buoyant holly
keen rain
#

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?