#avatar-optimization

1 messages Β· Page 67 of 1

stray tangle
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what do you mean exactly as "separate layers"?

keen rain
stray tangle
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that's just considered separate meshes in the same model (fbx)

keen rain
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so it does not matter?

stray tangle
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there's a balance here between real-world performance and what the SDK thinks is best for performance

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for clothing, I opt for separate meshes that I add to my model in blender

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for props, you could do multiple things

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since they don't need to deform with the armature, you could just throw them on the model in unity, which would add +1 mesh renderer and +X materials

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assuming each prop you're adding is already 1 mesh

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alternatively, you could add them to your model in blender, create a bone for each prop, weigh the prop 100% to that bone, and then join the mesh

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that way, you can toggle the prop by scaling that bone

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good for your performance rating, but causes that geometry to still be rendered

keen rain
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ok, thanks. even though i have them already in blender im just gonna toggle them off. Also. for cloth. does it behave differently if i just put all cloth parts into one mesh instead of keeping each cloth separate?

stray tangle
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would recommend using bones + dynamic bone (or Phys bones when they come out) for better performant cloth

keen rain
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is there a setting to simulate only a percentage of verteces in a cloth component? i still want my main mesh to be high fidelity however it would add way too many cloth verteces.

stray tangle
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nope, sorry. has to be a separate mesh

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you can just separate that in blender by selecting it and doing P > Selection

keen rain
stray tangle
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you can try decimating the cloth mesh to reduce its polycount

keen rain
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so there is no setting that says simulate only 20% of verteces?

stray tangle
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no, how would that even work lol\

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you'd have parts of the cloth that would just be stuck

keen rain
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i would say just treat them as one big polygon or something similar. i would like to use physbones but as i said it just swings through. do you know a fix that kinda retains accuracy?

stray tangle
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did you not add colliders?

keen rain
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i added some but the bones went around them

stray tangle
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make the colliders bigger and move them outwards

wild monolith
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Hey I have an avatar with under 20000 polygons. I should just be able to upload it to oculus vr chat right?

onyx harness
wild monolith
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Oh?

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Interesting..

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I thought there was a minimum polygon count

onyx harness
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no minimum, no maximum. You'll just have a worse performance rating and be a menace to those around you if you push the values up

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Quest hides Poor and Very Poor models by default so you can rock 20k you'll just need to request to be shown

wild monolith
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Ah nice

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Thanks man

willow tiger
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oh yeah, gimme that fallback goodness

undone moat
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I am surprised you can have an avatar with 8k textures and Still make it of Excellent quality for Quest

ruby isle
plush kestrel
plush kestrel
undone moat
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Any tutorials (up-to-date) on bone merging and reducing the number of bones for the purpose of making a fallback avatar?

keen tundra
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Gotta ask, Has the material Atlases updated to work with blender 3.0 yet? or a different one so I can optimize this thing?

stray tangle
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even then though, there's a better thing you can do

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CATS also has a "Bake" section

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there are a lot of options, but the gist of it is that it can:

  • merge your meshes
  • re-pack all UV's
  • bake all original textures to the new locations on the packed UV map (including PBR textures like metallic, roughness, etc, something that Atlas doesn't do)
  • smart decimation
  • Normal bake from the original to the decimated version to preserve detail
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think of it as like a "1-click make optimized model" button

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although you'll probably want to tweak some of the settings

keen tundra
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Noted, thank you very much!

sudden horizon
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How is it possible to have more meshes than skinned meshes?

buoyant holly
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you attach a rendered object to the to the avatars hierarchy that's not a skinned meshes like say you import a sword model and just directly parent it to like the hand bone to make it move

sudden horizon
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Oh, incase anyone else has the same question as me this is the answer

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Thanks!

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I'm helping my buddy with an avatar and I can pretty clearly see it has two skinned mesh renderer components even though the SDK seems to say there is only one. I wonder if there is some quality which allows them to count together as one.

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It may just be that the beta SDK is not paying attention very closely since it also won't whine if I swap to a non-mobile shader on Android build target.

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OH, that object has EditorOnly tag

plush kestrel
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Heck vrchat isn't even using the most recent version of unity πŸ€·β€β™€οΈ

heady smelt
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If I use standard lite, will that dramatically improve performance of an avatar instead of using poiyomi when uploading?

heady smelt
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It should. I imagine Poiyomi's more heavy

radiant shadow
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if its a old poi without locking , its gonna be considerably heavier then newer

stray tangle
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Poiyomi is actually lighter than standard in a lot of cases

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since the lock in system throws away so much of the unused code

ruby isle
stray tangle
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Thry's performance analyzer can benchmark your materials compared to standard

buoyant holly
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retro standard is performing horribly from the looks of it on that chart

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and looks like filament would be a performance Improvement compared to standard

heady smelt
ruby isle
heady smelt
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Neat, thank you.

buoyant holly
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not surprised on that as it simplifies some stuff

ruby isle
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Right and it's built for Quest in mind

buoyant holly
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yup

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out of curiosity how was that graph made so I can like check any other shaders I have for their performance

ruby isle
buoyant holly
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cool

heady smelt
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+-

robust anchor
ruby isle
robust anchor
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true, but heuristically you only need to differentiate between a few cases for standard that should all be independent of each other, so you should only need to make one baseline test and then one test per option
transparency type,
specular/metallic texture present,
normal map present,
emissions,
specular highlights,
reflections

robust anchor
#

I was merely talking about standard here

ruby isle
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Standard yeah. that's not too difficult

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The other shaders though would be a ton of testing

undone moat
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what mobile shader should I use for a texture that I want to be fully lit at all times? like fullbright in source games

undone moat
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is it actually lit though? I think I've used it before and didn't like it

high kiln
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it's the most lit there you can also try matcap

undone moat
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just tested one avatar I remember being fully Toon Lit, it follows the lightning of the map

willow tiger
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that's how it works

topaz hollow
robust anchor
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I think he just wants an unlit texture. basically the color of the pixel on the screen will be the same as the corrosponding pixel on the texture regardless of lighting

novel snow
undone moat
novel snow
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Yep

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If I want the avatar to glow I just throw the texture in the emission slot and set the color to white

undone moat
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I planned to have a pop-up screen that was a screenshot of... ScrubHub for some instant comedic effect

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but I scrapped that idea

novel snow
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Gotcha

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I usually just use emission for eyes

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The only thing to note is your avatar could potentially be too bright for some PC players if the world has bloom on PC

undone moat
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yeah, emission for eyes and lips

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I gave up a bit on optimization because I have problems with CATS decimation. Model looks OK in Blender, but in Unity becomes an abomination

novel snow
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I always try to optimize my content nowadays

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Used to not care but now if it’s very poor I won’t upload it

undone moat
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Oh I haven't made models, too hard, I just edit existing ones

old thorn
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Issue with saving atlas to get my 15 materials into 4 or less. When I select similar materials to atlas together, ie face, eyes, body. It stretches the material of one of those selected over nearly the entire model. I have tried rebuilding the model from scratch and cannot seem to make it work.

old thorn
normal nova
ruby isle
normal nova
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Though, I guess it's not unexpected. It adds basically a realtime light (but only to you)

ruby isle
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How it is only for you? Aren't shaders running locally for everyone

normal nova
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I should say 'only to your avatar'

ruby isle
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But shaders are run locally on all machines

normal nova
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yes, that's not what I meant

ruby isle
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It still takes up that much performance

normal nova
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Yep

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How many of each material is that profiling with?

ruby isle
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I assume just one

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I didn't do this profiling myself

normal nova
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ahh

final osprey
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if your paid avatar creator gave you a non excellant avatar report them and/or ask for the cash back or to optimize it

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why? because it is a scam and most of the players won't see your avatar

tawdry venture
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You just described 90% of paid avatar bases.

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Getting Excellent rating is hard if you want to make a good-looking avatar that has anything other than the default emotes. I'd say you shouldn't complain unless it's Poor or Very Poor, if it's at least Medium, it will never be perf-blocked.

stray tangle
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to add to this, the performance ranking system does not perfectly reflect real-world performance of the avatar. some things that aren't as bad for performance like poly count are rated pretty harshly, while things that actually have a more significant impact like shape keys on high poly meshes and texture resolution aren't even accounted for at all.

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hitting "excellent" or even "good" as a matter of fact can be pretty difficult, especially if you're also trying to add any level of functionality to an avatar, such as some clothing options.

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saying that every avatar creator that doesn't strive for an "excellent" rating is a scammer is bullshit

tawdry venture
stray tangle
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@final osprey ^

solemn owl
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I am working on a fallback for an avatar, for some reason I have these black lines on it in Unity but in Blender it does not look like anything like this.. What is the problem ?

onyx harness
#

check the uv map against the texture

solemn owl
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I edited the UV mapso there are no black spots like that

stray tangle
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how are they supposed to bend lol

onyx harness
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I'd give the texture a bit more padding around the uvs. it's getting a bit close to some of those seems

stray tangle
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there's nothing to bend

willow tiger
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CLAWS

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Decimate did a number on the poor fallback

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lelz

onyx harness
willow tiger
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Sometimes you get SS tier results

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Sometimes you get vrcPerfVeryPoor 270432/75000 polygons

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All in the luck baby

onyx harness
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mutually exclusive toggles be like

willow tiger
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That's quite yeeee and a little haw partner

solemn owl
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The average consumer is not a creator

willow tiger
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I think that at least demanding poor quality be the minimum is good enough

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Meh

solemn owl
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For Quest I'd agree

onyx harness
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Oh yeah, for quest if you're not at least medium please work on the model a bit more

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I see so many avatars designed for Pc just slapped into quest

solemn owl
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Poor is fine

willow tiger
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It'd be nice to have a little more nuance in very poors, like one rank for the reasonably unoptimized avatars

And a "oh lordy Jesus save my frames" rank for the ones where the creator didnt give a shred of a fuck and is completely out of the expectations of being reasonable

solemn owl
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I agree with that 100%, I'd appreciate a new rank between poor and very poor

willow tiger
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Some avatars straight up make my 3070 chug just by existing

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I wouldn't mind hiding those monstrocities, but keeping the other crap

solemn owl
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Also, what's the deal with poly count being only good or very poor and nothing in between ?

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For PC

willow tiger
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Idk, all my avis are excellent/good 😎 never noticed

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Fallback gang

onyx harness
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I'm the opposite xD
I am the issue described above

solemn owl
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My avatars are very poor now usually because of cloth and poly count

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Speaking of my latest uploads

onyx harness
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I get a lot of people hiding me just by default. The difference is if people are lagging I just tell them to hide me straight up

willow tiger
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My game just worked so much better once i make poor the minimum rank to be shown

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But then ye

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You dont see 90% of the lobby πŸ˜‚

stray tangle
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mine's "Very poor" only because i'm at 90k polys

willow tiger
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So i went back

stray tangle
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everything else is poor or under

solemn owl
stray tangle
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and I have like 10 pieces of clothing lol

onyx harness
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I know they can be an issue and tend to use the more optimised versions in publics but if we're in a friends or Private I'm not holding back

willow tiger
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Not the guy with 69 materials and 378 hair bones

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All of them dynamic

stray tangle
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sorry, 84k

onyx harness
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I do need to make a fallback, hopefully using at least the base I use so it's somewhat similar. I only recently got a Medium Quest version working

distant jetty
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I'm genuinely surprised how many people manage to make very poor avatars on pc

solemn owl
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I use a Kon as a fallback lol

onyx harness
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a bit late considering vrchat is mostly Quest but better late than never

distant jetty
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Like how

solemn owl
onyx harness
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boom

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8 very poor sections

willow tiger
solemn owl
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Oh you want your hair to move really nice ? Booom 5000000 collisions bro

willow tiger
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If you have dedicated avatars for pieces of wardrobe or w/e you can stay on a better rank easier

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But those swissknife avatars aint ever staying out of very poor

onyx harness
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Das' me

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:3

willow tiger
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And then once you fall into very poor you have very little reason to try to optimize

distant jetty
willow tiger
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After all, not like you're gonna fall in ranks

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Who cares

onyx harness
willow tiger
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There aint a rock bottom auto hidden minimum tier rank to scare people away into optimizing, like quest avis

onyx harness
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and that leads to 8 tops and 12 bottoms with 6 pairs of shoes

distant jetty
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I've seen very poor avatars that were literally just an image on a plane without anything else

onyx harness
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nah, you can inflate super easily

willow tiger
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owo

distant jetty
willow tiger
distant jetty
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It's like how the fuck do you even manage to do that

onyx harness
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lemme find something that'll make people cringe

solemn owl
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I might make an medium or good avatar that looks like a crasher aesthetically, if people like them and start using them maybe public lobbies will get a bit better. Lmao

willow tiger
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Lol

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Do crashers have a typical look? Edgy?

onyx harness
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I have an Avatar that is Pc and Quest compatible, uses the same fbx on both but is Excellent on Quest and Very Poor on Pc

solemn owl
willow tiger
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Literally how

onyx harness
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it's Very Poor in every section of the Performance Rating

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Inflation

solemn owl
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What

willow tiger
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Inflate me da-

solemn owl
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I thought inflation is only happening IRL with our currencies

willow tiger
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I knew it all along

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Quest avis were responsible for inflation

onyx harness
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It shows as Very Poor but preforms like an Excellent model. It's all just an illusion

solemn owl
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So it's not war in Ukraine, Covid, etc, it's actually quest avatars

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Nice

willow tiger
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Lmao i have an avi called "average vr chat avatar" too lmaoo

onyx harness
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I delete 1 gameObject and this is the result

stray tangle
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lmfao

willow tiger
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Its some public avi i downloaded with a billion polys, mats, bones etc

solemn owl
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Lol what

willow tiger
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Works horrid

buoyant holly
onyx harness
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I made this for all the people that would cry about my model being Very Poor when everything is mutually exclusive so it preforms like a Poor model

willow tiger
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Here, this is my own "average vrchat avatar" one:

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πŸ˜‚

solemn owl
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I can't speak

onyx harness
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Just to show the the performance rating wasn't the be all end all to the actual performance

solemn owl
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After seeing that

onyx harness
solemn owl
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And also perf rating does not rate shaders

onyx harness
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I'd love to play with that hair on Phys though

willow tiger
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It's a free avi, i can give you the link later if you want

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Not very impressive but the hair sure is bony

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The bone zone

onyx harness
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Nah I wouldn't use it I'd just play with the hair if someone else was in it xD

onyx harness
willow tiger
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Oh yeah, the unmentionables

willow tiger
onyx harness
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"1 gameObject"

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yeh there's 256 of those

stray tangle
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what's that hirerarchy addon again

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qhirerarchy or something

onyx harness
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yep

solemn owl
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What is even going on

onyx harness
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it's so helpful. Maybe even better purchase than Dynamics

stray tangle
#

oh wow look what's on sale

onyx harness
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oh sick

heady smelt
#

just wait till the avatar dynamics are on public :3

stray tangle
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there's a bunch of stuff on sale rn

onyx harness
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When Phys drops those 30 stand long lair models with 15 bones per chain will triple in density

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I promise you that

heady smelt
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._.

onyx harness
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once anyone can touch it it'll be smoother than water

heady smelt
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I just want to make my tail all fluffy and touchable and stuff πŸ˜„

onyx harness
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oh yerah, the normal person thing

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I respect it

heady smelt
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and I think I can still wait for stuff being on public because my avatar still needs longer arms, better looking hands (need some proper paws) and proper looking feet

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(although I did spend yesterday and the day before on adding avatar dynamics and it works nicely on the beta πŸ™‚)

onyx harness
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it's always an improving process. We all can relate to that

stray tangle
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tempted to buy all these

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since they're all on sale

heady smelt
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Then people here maybe also can relate to the problem of version control etc. πŸ˜‚ ? Biggest roadblocker for me is that it's not really possible to easily decimate a model while also keeping visems πŸ˜…

heady smelt
#

oh how so? πŸ€”

buoyant holly
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vrchat cats can do that

stray tangle
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create a new shape key, do your decimation on it, then apply it to basis

heady smelt
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That sounds super useful

stray tangle
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or use CATS's smart decimation

heady smelt
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Because currently I'm stuck with my decimated head

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it doesn't look bad but adding details etc. isn't really that easy anymore

stray tangle
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you can also use CATS's Bake feature to decimate your model and then bake the normals from the original to the new one automatically

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if your model already has a normal map, they will be combined

heady smelt
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I should probably make more use of cats πŸ€”

stray tangle
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definitely should

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people only think it's good for mmd models and vroid

buoyant holly
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definitely a decent way to make a fallback version

heady smelt
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I think I ran into some problems due to me using Blender 3.1 but not exactly sure anymore πŸ˜…

stray tangle
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but it's just a big toolbox of super useful stuff

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3.1 will not work

heady smelt
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I like my up-to-date blender πŸ˜„

stray tangle
#

either use 3.0.1 with the dev version of CATS, or 2.93.8 (LTS) with the release version

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staying "up to date" is not the way to go when you need to use addons

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you want to use a stable version

heady smelt
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Hm downgrading a minor version is bearable

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will do that then

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I just like using the new blender versions because the updates often enough include useful things

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i.e. performance improvements for sculpting

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my future workflow probably really will be to not start making any visems before every proportion and detail is right πŸ˜…

stray tangle
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shape keys should be the last thing you do

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if you want to do any mesh edits when you already have shape keys, you should do those changes on a new shape key, then apply it to basis

heady smelt
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well at a certain point I wanted to see more improvements to keep my motivation up πŸ˜„

gilded viper
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I'm trying to make my avatar quest compatible, and i've gotten most of the materials changed to quest shaders, but I can't find the ones giving me these errors. Is there a way to search an entire avatar for materials? I've checked all my meshes, and can't find them.

stray tangle
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click Select

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it'll highlight the meshes

gilded viper
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I did, but it only selected the avatar. I switch to the inspector after that, but nothing pops up

final osprey
willow tiger
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Do quest1 users have a different performance rating?

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Well anyways the q1 is underpowered to the point of being silly, I wouldn't particularly care if it didn't work on that version

final osprey
willow tiger
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sure, if a nintendo gameboy runs it, anything can

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its a matter of being worth the effort

final osprey
final osprey
vernal sorrel
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I'm trying atlas with matcombiner but when i click "Save Atlas to" it doing weird stuff to the face... never had this before (Blender 2.93)

coarse vine
stray tangle
#

πŸ‘

loud delta
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how is silent's crosstone shader 6.8 MB lol

ruby isle
loud delta
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what could possibly be in a shader that takes up that much space

tranquil glen
vernal sorrel
valid knoll
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Hey so I have a model for PC that I want to make a fallback version of. Is there a way in blender (not unity) to disable transparency so that I can more easily see where I need to cut meshes?

void echo
#

quick question is 140,000 polys okay?

stray tangle
#

that's definitely on the higher side, I would try to reduce that a lot if I could

void echo
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managed to lower it to 104,699 which is a bit better

ruby isle
tranquil glen
nova hornet
willow tiger
void echo
#

Well I've just met someone with over 500,000 polys, so I suppose it's not bad. They had a full stage system and a flying star destroyer outside.

heady perch
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Alright so I asked in other chats as well Im not sure where to go here

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Uh Im not exactly sure how to combine meshes while keeping textures intact

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Mostly because it'll help optimize the avatar who is under 70000 polys

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(Just a little over 9000)

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And because it'll end up removing seams, making the verts stretch instead of just having seams

buoyant holly
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then don't remove the edges that contain your seams

heady perch
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The model is actually split into each separate part, I'm just not sure how to keep those parts together is all

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I'm most likely going to keep it the way it is for now, I just need to add the eye movements and I'll be done since the model wasn't made for an fp game πŸ˜…

buoyant holly
languid wave
heady smelt
#

any fix to this

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or is this just not quest compatible?

onyx harness
languid wave
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what is the performance impact of dynamic bone transforms vs components

languid wave
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because I managed to get down to 64 transforms but I’m still at 16 components

calm estuary
#

How do I make the insides of my sleeves and skirt visible? (Exported from Blender using CATS)
Tried enabling backface on Poiyomi Settings and also disabling backface culling in Blender

Seems to work in Blender, but not in Unity

radiant shadow
#

Backface culling on material (poi=rendering options) , the other backface option is if you want a different texture on it

calm estuary
dusty otter
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hello im trying to use the cats plugin to merge my materials together using the atlas but for some reason my model only stays white and the atlas generated has none of my textures in it

dusty otter
dusty otter
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i also ment material combiner πŸ˜›

calm estuary
# dusty otter

You haven't selected the textures, check all the checkboxes

willow tiger
dire forum
#

not sure how people end up with 100+ Mbit avatars, i got 3 outfits with a 30+Mbit texture, 500k polygon and the final download size is only 7.5 Mbyte

stray tangle
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because people don't know how to reduce their texture resolutions and use compression lol

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a lot of people don't care about optimization in general

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really stupid

dire forum
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i only got 2 atlas materials, 1 for occupent the other for transparent stuff, no special effects or shader something like that, just normal pyomi

onyx harness
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When people put 100 textures on a model for their 10 different outfits plus particles and don't know how to optimise them, even if the largest are 1k/2k max it stacks up

runic gorge
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That and people don't know that they put in too much effort, for something that isn't viewable at all even at close distance.

languid quartz
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I know some people set the texture resolution to 8k in Unity because the atlas is fucked for whatever reason so that's the "only" way they see to fix it from looking low resolution

willow tiger
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Ya, because they have 4k textures or a billion smaller ones so it ends up with the big ass 8k atlas

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Setting max sizes per material to be atlassed? Noooo, i need my 2k eyeballs

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My 4k earrings

upper yacht
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I'm sorry, my 4k big toenail texture is important to my avatar. It's the lynchpin in the entire setup, plz and thank.

onyx harness
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Considering how close some people keep toes to their viewpoint, this could be a legit argument

halcyon niche
#

whats the current quest polygon limit?

high kiln
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20k

halcyon niche
#

okay, thank you. i'd read some places it was 10k, and others 20k

high kiln
#

if you ask in terms of max poor perf

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yeah its now 20k

bright scaffold
#

Question. Alber and me are currently working on a new base and we somehow ended up with 300+ blend shapes for customization etc.. The majority won't get 3.0 control but are to be adjusted in unity before uploading. Since we can expect a decent bunch of that base being around: How much does the amount of blend shapes impact runtime performance?
(pls @ me in response so i get a notification)

willow tiger
#

i dont think anyone has numbers, if that's what you are asking, it depends on the avatar

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but its not exactly performant and 300+ might be a little too much if your avatar is high poly lol

buoyant holly
#

would probably help performance to split the face from the the body has separate meshes so it's not having to do blend shape calculations on the body that's never go to move

bright scaffold
#

Surprisingly we are still talking sub 70k. Most of detail is done by normal maps. This is mostly for stuff like horn shapes, wing shapes and all like that.

If you are making avatars that are gonna be picked up by a few thousand people you really have to balance stuff like ease of use (changing blend shapes is easy- we use spacer blend shapes to make categories in there, making the user put a new set of wings or horns on the hierarchy is hard and a support load we just can't really commit to).

I guess the better question is: What's probably worse
5 extra mesh renderers or that huge amount of blend shapes

ruby isle
loud nexus
ruby isle
loud nexus
#

Good to know, ill do that from now on.

buoyant holly
#

like even the vrchat documentation recommends it

ruby isle
#

50k is IMO the cutoff where you are hurting performance excessively if you don't split the head

loud nexus
buoyant holly
#
#

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

loud nexus
#

This is some cool stuff, surprised I missed this part.

ruby isle
#

It was added maybe like 6 months ago or so

loud nexus
#

I noticed, if I separate the mesh and rename it to "Head" unity then renames my armature head bone to "Head 1"

ruby isle
#

That won't mess anything up, but I recommend naming the mesh "Face"

loud nexus
#

Good idea

languid wave
hoary peak
#

I've got a question about performance: I've got an avatar that has a hat/clothes I can turn off and on, is it better (performance wise) to have this be part of the same skinned mesh as the rest of the model, and use a shapekey to shrink it into the model, or have it be a separate mesh that I turn off. I know that shape keys have a downside in VRchat, that they calculate for every vertex, so even the verticies that aren't "affected" by the shapekey are taking processing power.

#

also, along that same line of questioning, does separating the face of my model (which uses speech shapekeys) improve performance? I'd heard it does but I never know if it's bs or not.

buoyant holly
#

don't use blendshapes for hat/clothes toggles that's one of the worst methods & and ya separating the face does help because then the blendshape calculations only have to consider the face not the entire Avatar when doing blendshape calculations

hoary peak
#

Ok cool, thats good to know

buoyant holly
#

like bone scaling would probably be a better idea than blendshapes to toggles accessories

hoary peak
#

gotcha, I'm just gonna do separate meshes, Its what I wanted to do to begin with, I just didn't want to make something inefficient that would lag other ppls computers

willow tiger
#

you didnt hear that from me

hoary peak
#

I was reading about "crunch compression" reducing texture sizes drastically, but only if the hardware of the computer running vrchat supports dtx (otherwise cost performance as the program uncompresses the textures at runtime). Is there a general consensus on if its the right thing to do? (I have no real idea of what dtx is, or how ubiquitous it is/isnt)

buoyant holly
#

generally I've seen folks go with go with crunch compression on like everything

proper grail
#

To not support compression, you would need a gpu that doesnt support DirectX 10. That means a GPU about 12 years old phew

buoyant holly
#

and a twelve-year-old gpus not going to be running vrchat to well so I wouldn't worry about it

dusty otter
willow tiger
#

people that dont have hardware support for that in 2022 are asking for it lol

hoary peak
#

Thats what I wanted to hear, makes the idea of an atlased 8k texture less intimidating

willow tiger
#

not like that ever stopped the average egirl avatar before

buoyant holly
#

I would point out the crunch compression only helps with download time not the size in vram so a 8K texture would still be a bit Overkill

hoary peak
#

yeah, im probably going to scale it down to a 4k, i'm just gonna see what the visual difference is once im testing the avatar

somber heart
#

are physics bones going to be allowed on opti avatars and if so is there any word on how limited they will be? for anyone who doesn't know the current limit is 4 DB components.. since Phys. bones are supposed to be a lot more optimized i wonder if that will open up possibilities for opti avis.

buoyant holly
#

yes you can use physics Bones on Quest avatars

unreal plover
#

Only exception to not use crunch compression is when you only have clean textures (i.e. flat colours or gradients). Then you can get by with a very low resolution texture (64x64/128x128) and let the pixel interpolation do the heavy lifting. It's usually smaller in file size, VRAM, and looks better

somber heart
hasty mantle
#

Does anyone know how to make the transforms for the new Phys bones get to the limit they set it for quest?

buoyant holly
#

basically merging physics bones in blender

high kiln
#

better word dissolving

ruby isle
unreal plover
#

A 64x64 crunched gradient looks like ass compared to 64x64 compressed texture. No matter how large te texture, crunching will give artifacts

#

It's more a case of know when to use what

#

I can whip up an example in a bit

robust anchor
#

crunching tends to mess up the most with regular sharp patterns in my experience [such as a pixel aligned grid of black lines on white background]

willow tiger
#

Yeah i think crunching is overall good, but it really "unsharpens" textures sometimes

robust anchor
#

I think it's mostly because crunching was intended for "realistic" textures, not for simple icons and such

willow tiger
#

Yeah i have some anime textures with hard color/lines changes and you can really tell the crunch in between these

#

I can get away with high quality on pc, but questers get the cronch lol

fierce lotus
#

no matter what i do to this avatar its always barely above the quest size

willow tiger
#

lower texture resolutions, crunch harder.

#

no way around it

fierce lotus
#

i lowered them as low as possible and it still won't upload for quest

willow tiger
#

do you have enough 32x32 textures to go over the limit? πŸ˜„

#

what else is weighting your avatar so much

fierce lotus
#

i have no clue

#

i tried decimating it and it didn't work so idk what to do

willow tiger
#

decimating wouldnt really help you with file sizes

#

when you mean quest size, do you mean the 10mb size limit or something else?

fierce lotus
#

yes

#

im trying to bake it now so lets see if that works

willow tiger
#

maybe you have lots of animations or whatever?

fierce lotus
#

all it has is very basic mouth movement i don't get why its so big

versed saddle
#

I have a sick avatar coming, but need to wait for a new trust rank before uploading, just wondered if anyone knows if there is an Avatar checklist they use before uploading into VR chat?

willow tiger
#

like a personal checklist or

#

there are plenty of rules for making working avatars, if that is what you're asking

versed saddle
#

Yeah a personal checklist

#

My ava is rigged up and ready to do, just want it to work as soon as my rank status goes up

hoary peak
#

Regarding performance, if I have three 2k textures, is it better to just combine those into one 4k texture, even though I wouldn't be using 25% of the texture space?

buoyant holly
#

personally I'd suggest turning it into one 2k x 4k & a 2k as you would probably want the face separated for blendshape reasons anyway so you might as well use two materials

#

and your textures can be rectangles that are powers of 2 @hoary peak

hoary peak
#

oh so a 2k x 4k texture works? I always assumed they had to be squares, this is great news

#

Regarding the face, why "might as well use two materials" is atlasing textures from multiple meshes not helpful?

buoyant holly
#

because if you separate the face it's going to incur another draw call

hoary peak
#

That makes sense, ok

dusk badge
#

how to make toggles for vrchat quest/pc

balmy scaffold
#

thats a question for youtube

dusk badge
#

yeah but i mean i need to do like altas and do toggles

#

Substance does not show any of the new items i added textures, how do I put them in the texture file to be textured?

silent jetty
#

has anyone ever had an error with material combiner where it makes an atlas with just 3 solid colors

#

something like this

fierce lotus
#

for some reason my avatar is black

#

and see through, like a shadow

#

only on quest tho

silent jetty
#

so its probably a shader thing

#

might try switching the shader in unity

nova hornet
nova hornet
silent jetty
nova hornet
#

I'll send a screenshot in a sec of where

silent jetty
#

ok ill mess with that

nova hornet
#

That's where the texture goes with Principled BSDF

willow tiger
#

we're on the atlas boys 😎 lets go

silent jetty
#

I still have to do it to all of them then try the atlas

nova hornet
#

I've done it once but it took me a bit to make it look right

silent jetty
silent jetty
#

yup

nova hornet
#

I've heard CATS doesn't play nice with Blender 3+ did you update Blender?

#

I use 2.93.9

silent jetty
#

ive always used 3.0.0 do you think it would be worth a shot going down to 2.93.9?

nova hornet
#

Maybe? I haven't tried 3 so I don't know what you'd be losing by going down to 2.93.9 LTS

silent jetty
#

ill try that first since itll only take a few minutes

nova hornet
#

πŸ‘

silent jetty
#

I just think the weirdest part is it just stopped working all of a sudden on all blender files

nova hornet
#

Maybe CATS updated?

#

idk

#

stuff wonky sometimes

#

so many moving pieces

silent jetty
nova hornet
#

Apparently the ability to load those blend files

#

Guess you'd have to import just the fbx/vrm if you wanna use 2.93.9

silent jetty
#

ugh

#

thats gonna be a pain to redo

silent jetty
nova hornet
nova hornet
sly olive
#

Does anyone use a model with a cape in Quest? I have a Batman model that's all rigged up and ready to import into Unity but idk what to do with the cape. (I already know cloth physics don't work on Quest)

nova hornet
nova hornet
willow tiger
#

Go make that cape king

sly olive
#

oh fr? Epic

#

Is there a tutorial anywhere?

flat rapids
#

Uhh, but I am using a shader in the VRChat/Mobile O.o

proper grail
#

All shaders, such as ones in animations or on toggles

flat rapids
#

I swapped all shaders to that one... every single one, and it errored on that one which makes no sense

#

Weirdly there is an animation with a different shader that it did not error on πŸ€”

#

how does that make any sense, it doesnt let me use a vrchat supplied shader on quest versions but does allow another one πŸ˜‚

buoyant holly
ruby jewel
#

How do I turn on physbones

flat rapids
fluid marten
#

So I think somewhere along the lines my avatar went to the moon and uh.. Yeah.. Might need to get this fixed somehow.

buoyant holly
#

there under "Meshes" there's a checkbox called "Read / Write Enabled" ensure this is checked on for all meshes on your model

sly olive
#

is the triangle count still the same for Quest?

buoyant holly
#

yes they haven't increased the triangle count budget and that's unlikely to change anytime soon

sly olive
#

or did they update it

#

oh ok

willow tiger
#

the quest didnt get any stronger πŸ˜„

mellow geyser
#

could anyone help me with a problem i am having with blender and atlasing the materials?

willow tiger
#

its easier to help if you actually describe the issue

mellow geyser
#

sorry

#

when i try to atlas the materials they merge and change

#

the clothes became the shoe texture

copper plover
#

I'm working on my quest/fallback version, and when I get to the Cats Atlas part, it seems to only be atlasing my shirt/shorts and everything else turns white. Checking the atlas it does only have my shirts/shorts... it shows all the materials in the list when I click save atlas. Am I missing something?

balmy scaffold
#

oh the fancy way is to scale it .25 then move it by a quarter of the image like pressing G then x then 512, if the image is 2048

#

if its in the right side

mellow geyser
#

thank you for trying to help i just started the bkender bit again and it has worked

crisp monolith
#

what is the requirements for an excellent avatar?
up to 75 bones
up to ? polygons
up to ? materials

stray tangle
heady smelt
#

Hey! Trying to optimize an avi or two so my quest friends can see me lol. Anyone have any easily explained videos or tools to help? I mainly wear pretty demanding dancer like Avis so I don’t even know if those can be compatible. Any help would be sick.

mossy cargo
#

probably not best practice but I just decimate the hell out of everything to get it under quest poly counts. depending on the model though it might not work very well at all. take it into blender and use ctrl+L to select linked verts and seperate out the face or anything else with shapekeys you want to save, decimate the rest, join all the meshes again

unreal plover
#

^Free UV Packer that isn't Packmaster

crisp monolith
#

How do I convert particles to Quest?
Or some asset I can buy that is for quest and has effects. What I really wanna do is make a gun shoot.

I know it's possible withing it's limits cause I have seen a lot of kids in Quest playing with anime avatars filled with these effects/animations

keen rain
#

how do i make prop toggles with just one mesh? i made some animations in blender that change the scale (0 and 1) and in the unity preview they look functioning but in the animator(emulator) and vrchat itself they do not work. the one that moves the fingers and ive placed in the gesture layer works

willow tiger
keen rain
#

the one that functions has a hand mask. do i need a mask for it to work? when using anims where the mesh gets toggled off and on it works without one

#

i am new but if i understand correctly shouldnt it if it is the mask just make the whole body tpose instead of doing nothing at all

#

I know why it did not work now. i still have it in the fx layer and this does not accept transforms. im gonna move it into the action layer

keen rain
#

Action layer also does nothing

#

I apparently cannot read for a second time

keen rain
#

In gesture layer it also does not work

#

can someone help?

#

i really dont want to rely on mesh activation

willow tiger
#

I only know how to setup props as toggles, can't help you with gestures

keen rain
#

(i know how to change them with gestures but cant get the animation to work)

#

i only want to know how to get toggles when all are one mesh

willow tiger
#

How did you setup the prop

#

I only ever used one mesh ever

#

Did you map the prop to a bone in blender?

#

Then you just animate the bone to turn on/off, but its only a faux off, you scale it to be tiny and hide it somewhere

#

You cannot "disable" it as a single mesh

keen rain
#

yeah, and then i made a blender animation that sets the scale. it doesnt change ingame but unity recognizes it since it gets shown correctly in preview. just not in the animationcontroller

#

i thought fx did not work since it does not allow transforms and action since it needs to be specifically treated, so i put it in gestures

willow tiger
#

I use fx

#

I made the animations straight in unity, just scale the bone and drag it into the main mesh to hide

#

Make a parameter in the expressions, a menu toggle, add the parameter to fx layer, then just make a new layer that goes from the any state to off / on depending on the parameter

keen rain
#

whenever i make these animations in unity it says that the rig cannot be used for transform animations

#

i know how to deo everything besides make these animations show up

#

the controller works correctly but the animation assinged to the state does not get played

willow tiger
#

I mean, if the animations are created right then the fault is in the layer logic

keen rain
#

i use an avatar emulator to see what the controller is doing and its doing everything correctly and it works with the mesh toggle animations so it could only be a problem with the animations but i dont know what since it looks correct in the preview

#

and since the docs for fx say that it does not allow transforms i put them in gesture layer

#

nevermind. suddenly the animations in unity are not working. but only scale. the ones with modified rotation are working as intended

#

@willow tiger i think it is not just scale. the animations of those bones are not transferred. finger animations are translated into animator commands but these extra bones are not. do you know how to get these into unity?

willow tiger
#

From blender?

keen rain
#

yes

willow tiger
#

Sorry i only ever did animations in unity

#

Never had that issue of yours

keen rain
#

now it suddenly no longer spits the error. idk. my unity is behaving really weird or im incompetent

unreal plover
#

So I was thinking of a better way to do toggles for skinnes meshes with weighted bones: add an extra bone and assign it with a very low weight (e.g. 0.0001) to all vertices you want to toggle. To toggle it off move/translate it to some silly large value (i.e. 3e38) so it'll never get rendered. The only caveat is that you can really only have 1 other bone controlling a vertex since the max skin weights on on low graphics/quest is 2.

ruby isle
unreal plover
ruby isle
#

If it's the same mesh, as long as that mesh is being rendered (aka the bounding box is still in the camera's view) the entire mesh would be sent to the GPU to render regardless if a piece of it is sent to that silly large value

unreal plover
#

On itself, yes. But it'll be a small extra cost if the mesh is merged with something that should be rendered.

ruby isle
#

If the mesh is separate, just toggling the mesh renderer is the best way. If it's combined, the method you're describing would offer no performance boost

unreal plover
ruby isle
unreal plover
#

Yes, but toggling on a single material requires either a blendshape (more expensive than bones) or a custom shader (not always guaranteed, i.e. quest, trust & safety settings)

ruby isle
#

What you described is sort of similar to that but with extra steps

unreal plover
ruby isle
#

Moving a bone really far out would just be the same as scaling a bone to 0

#

So if the scaling method doesn't work, the movement one won't either

unreal plover
ruby isle
#

If you truly wanted to toggle clothes properly, why not give it it's own bone hierarchy and use constraints when it's active, and scale to 0 when not active

ruby isle
#

Also for future reference, if you're toggling clothing it's way better to just make it a separate avatar for each outfit. Avatars shouldn't really have togglable outfits in the first place

#

Especially since the IK Beta allows calibration saving. There's no excuse to keep making it all in one IMO

unreal plover
#

Already knew that don't worry πŸ˜… Just brainstorming alternative ways for people to get the fancy things without affecting performance too much.

ruby isle
#

I doubt many people would even understand how to do that =P

heady smelt
#

there a specific channel to helping teach others how to make avatars?

frank falcon
#

dont know

frank falcon
heady smelt
#

could you send in dms?

frank falcon
#

yea

heady smelt
#

alr ty

stray tangle
heady smelt
#

ty

unreal plover
#

You do not need head colliders for #VRChat #PhysBone hair. By rolling the bones in Blender such that the Z-axis points way from the head, you can fake collisions with rotation limits. Less colliders = more frames! 1/2

β–Ά Play video

If you enable Axes in viewport display in Blender you can easily roll the bones with Ctrl+R. You can then setup rotation limits with curves in Unity. If you use polar you can control yaw as well: the rotation that runs parallel to the "head" (xy-plane of the bone in blender). 2/2

willow tiger
#

Wowie

calm spade
#

Excellent thumbsup

radiant shadow
#

wanna see what happen if someone grab that and its locked to one orientation πŸ€”

#

(zero radius on that so not gonna happen)

buoyant holly
#

that'll be very handy for performance in general and the quest users

versed saddle
#

Just wondering if anyone has advice on the best way to prep and avatar for VR chat? Combine into a single mesh etc?

buoyant holly
#
radiant shadow
#

Also look up limits, you can easy get medium-good with the changes https://docs.vrchat.com/docs/avatar-performance-ranking-system , excellent is abit strict

tacit sparrow
#

in vrchat and blender my poly count very highly differs

lone tiger
#

In SDK above polygon count you should have an autofix.

tacit sparrow
high kiln
vast depot
#

Find the fbx of your avi and make sure read/write enabled

tacit sparrow
#

ah i see

#

works now

high kiln
#

click on avatar in assets go to Model and enable it

vast depot
tacit sparrow
#

thanks

#

<3

#

thank you both so much

lone tiger
#

You should update your SDK if you didn't see this:

#

This auto fix has been added long time ago to SDK.

tacit sparrow
#

i did see it

#

new question though

#

when i fix this (with autofix or poiyomi) my whole build menu goes blank?

#

example

high kiln
#

did you set rig as humanoid?

tacit sparrow
#

i did but then restarted and forgot to

#

ty

tacit sparrow
#

new question

#

this is how it looks

high kiln
#

it probably takes lower neck as upper chest

#

u need only one neck bone

tacit sparrow
unreal plover
tacit sparrow
#

is there any new parenting that i need to do?

#

ok it seems to work!
ty for all the help

heady seal
#

I've never had my avatar show up as anything other than very poor even when it's the only mesh and texture

#

it's the rexouium

#

oh I had hair on it too which had like 200 polygons max idk

#

oh I have a monocle I created in blender with very little polygons but each seperate shape has its own mesh and material. should I be worried about that?

#

the texture is a flat one so I don't really think so

stray tangle
#

your monocle should have a maximum of 2 materials; one for the glass (transparency), and one for everything else

heady seal
#

ok I'll alter that in blender

#

what if the texture is default resolution

#

I don't really understand compression that much

stray tangle
#

you should always enable Crunch compression, since it tremendously reduces the file size of the texture at a minimal quality hit

#

textures get decompressed when put into VRAM though, so compression doesn't help with that

#

for that, you want to reduce the resolution of the texture as much as possible

#

for a monocle, 1k should be the max you need

ruby isle
stray tangle
#

do you have a link?

ruby isle
# stray tangle do you have a link?

https://docs.vrchat.com/docs/vrchat-202111#client-changes-and-fixes

Graphics backend optimizations that may help improve performance. Testing showed an improvement in frame times of 20-30%, depending on your system's setup. If you are CPU-bound (and have GPU room to spare), you are likely to see the most benefits. If you are not CPU-bound but are instead GPU-bound, it is unlikely you'll see much improvement.

#

While I can't say for sure, this update most likely enabled the "Graphics Jobs" option in Unity which allows Draw Calls to be threaded a bit better

#

IMO, the biggest hit to performance now is from blendshape-driven Polygons (draw calls do still matter though a lot)

stray tangle
#

if they meant what I think they meant by "but each seperate shape has its own mesh and material", every chain link + frame + glass all have different materials and are separate meshes

#

so, many drawcalls

ruby isle
#

Yeah that can be combined so much better

#

I have a monocle on my avatar that is actually atlas'd with all my other toggles

#

And it's like 400 polys

sly olive
#

is there a cape tutorial for Quest?

tender tree
#

Any good crash course tutorials for optimization you guys could recommend?

#

Trying to ascend from the very poor trusted user

buoyant holly
loud delta
#

Is there a difference between putting something in the armature and using parent constraint?

buoyant holly
#

well you can't use constraints on Quest

loud delta
#

Other than that? I find it easier to keep things out of the armature for organizational reasons

buoyant holly
#

not quite sure as I haven't really played with constraints much

robust anchor
#

the difference is performance

#

constraints have to manually update position every frame. regular parenting does not

#

the reason for why is that a childs position, rotation and scale are stored relative to the parent, so any movement or scaling of the parent does not need to change any data of the child.
a constraint cannot use that, so it has to update the position rotation and scale every frame.
it's almost negligible though

ruby isle
loud delta
#

Thanks for the responses @robust anchor @ruby isle ! It sounds like it’s not too bad to keep things I share between different avatars at the root level for convenience.

ruby isle
#

It's not too bad unless you're using hundreds, but I still do suggest considering to make them parented if you want the most performance out of your avatar

robust anchor
#

constraints have one benefit parenting does not though: you can switch between "parents" and even do so gradually

ruby isle
#

Before a recent update I would have urged you to not use contraints however an update fixed up the constraint performance to hit much less

robust anchor
#

I'd say a constraint is about as performance intensive as an animation that updates the position, scale and rotation of an object each frame

heady seal
#

quest users can cry more I guess

#

each gray box is a clothing toggle

#

pc users

#

I've just made a crasher I believe

#

imagine this uploads

#

there's no way

#

for demostration purposes only I guess. I have to show off the assets I have and gawdamn I have a lot

tawdry drift
#

should delete imo

heady seal
#

it's not a crasher I was joking @tawdry drift

#

It would definitely be a lot more laggy if it behaved how I expected it to but it doesn't so that's good

#

for some reason I expected it to behave like how a quantum computer would handle ints

#

but obviously vrchat doesn't run on quantum computers lmao

#

(aka int values being multiple different numbers at the same time)

swift copper
#

anyone know how to remove a light prefab from an avatar fbx jeez

ruby isle
swift copper
ruby isle
#

It's not a component it's in the FBX import settings

swift copper
#

jesus christ thank you so much lmao i was clicking on the avatar in unity then inspector instead of under the project files on the left haha.

#

im just learning trying to optimize an old avatar for my friend so she can use it on quest but the 24 materials were a big problem already turned them into a single atlas and now time to lower a 21k poly count to 10k somehow already at 17k with some moderate decimation.

ruby isle
#

Also take into account if your atlas is huge like 4 or 8k it's still going to demolish a quest

swift copper
#

ill check on that right now i believe it was 1440p

#

ok definitely 8k

ruby isle
#

Yeah definitely do not use 8k

#

2k should be the max you put for quest

#

Anything higher will detonate the VRAM

buoyant holly
#

honestly I even wouldn't recommend 8K on PC

swift copper
#

using 1k and it seems detailed enough, unfortunately in fixing the avatar on blender using CATS i replaced the original avatar/atlas but now the humanoid rig has no matching bones.

#

at least performance is rated good πŸ‘

modern star
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So im trying carefully to make a more optimized version of my own avatar. One thing that has been a little bit of a thing for me is how to handle hair so that I could maybe have a physbone or two in it to keep it looking allright. To take the highlighted chain of bones as an example, is it a decent alternative to merge weights on these so that its 2 bones rather than the current 7? Or do some of the more experienced ones here have a better trick for this?

stray tangle
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I think 2 is not enough, but maybe something like 4 would be better

gleaming glacier
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Not sure if someone can help me, but i get these 2 errors when trying to convert my model into a vrm model.

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how could i fix it?

unreal plover
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But if you want to do it properly, merge both adjecents hair strands and child bones

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Or just weight paint it from scratch

modern star
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Thank you ❀️

swift copper
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after importing my avatar from blender to optimize it a bit for quest i realized my bones do not match the model at all which leads to some nightmare fuel in game

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any clue why

balmy scaffold
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if its scaled at all in blender before u exported it

swift copper
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thats probably why

worn vault
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I think physbones dramatically affect the avatar size

unreal plover
balmy scaffold
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Check your very poor rating on everything else

daring badger
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the issue is absolutely the fact that your avatar has 36 material slots and 97k polygons on quest and not physbones

willow tiger
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Lol dude has 36 materials and thinks phys bones are the issue

stray tangle
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lmfao

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can we get hard material limits for quest

willow tiger
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Petition to delete very poor avatars

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Lets see who doesn't optimize then

swift copper
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mine was poor with 23 turned it into one

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and voila worked perfect on pc

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LOL! 97k poly wtf im over here struggling with trying to get a 19k to 10k

worn vault
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some materials are on the same body parts which i don’t get

swift copper
worn vault
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ohh its a plugin

swift copper
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if so generate the material list then click save on a folder on your desktop then export your fbx file to your assets -> avatarname folder of your project then it should show up with no shaders on your unity project then just drag that atlas from the folder on your desktop into the project within unity and voila

worn vault
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well that explains a lot lol

swift copper
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yeah look up cats then matcombiner those work in tandem

worn vault
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i’ll give it a try

swift copper
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the fix option might help too but no guarantees

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anyone know how to separate their avatar by materials in blender when only using an atlas it just selects the whole model since its One thing. i am trying to decimate the shoes and other parts a bit as well as dissolve some edge loops.

quaint venture
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Unrelated to his question,

Does a shapekey that isn't active have any performance effects?

swift copper
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yeah the problem is i atlas'd it a while ago unfortunately

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didn't think i'd have to optimize the polys

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guess ill just have to decimate the full body at once lol lame gonna lose some details

ruby isle
quaint venture
gaunt wadi
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So

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Question

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I tried Atlasing my vroid textures in blender but somehow it turned all the textures white for some odd reason

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It did transform my 24 materials into one but its pointless because not a single texture popped up

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Any help?

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So far I created two avatars in the past with vroid and didn't have an issue until now

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This avatar was made rom the beta version and not the current version

swift copper
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i saw an article that might help im learning too tho

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lemme see if i can find it

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@gaunt wadi see if that helps maybe

gaunt wadi
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Sure

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If I can

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Click on this damn link

swift copper
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lmao idk whats wrong with it

gaunt wadi
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Il just search it upvrcVard

swift copper
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weird how it doesnt work

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yeah just copy and paste lmao but its a similar issue i had cept it was gray

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not white

gaunt wadi
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Mine is complete white

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Expect

swift copper
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i had that issue in unity but it was due to the fact there was lights all around my avatar

gaunt wadi
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The face

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It looks weird but

swift copper
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which i just did not import the lights

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and it was back to normal

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as for blender idk

gaunt wadi
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Hopefully the article helps

swift copper
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gl

gaunt wadi
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Not having any luck

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Im pretty much doing vroid->blender->unity

ruby isle
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There are plenty of videos on how to do this

gaunt wadi
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Seriously?

ruby isle
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Google is a powerful tool

gaunt wadi
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I did google

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I didn't get alot

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*results

ruby isle
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Literally 4 immediate results

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Sounds like you need to google better

gaunt wadi
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Literally the first creator of the video

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Said there's a bug

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That she's searching

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Look into those videos better

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I checked the comments

ruby isle
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If the video wasn't successful why would it be uploaded

gaunt wadi
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Give me a sec

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Someone in the comments had the exact same problem

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And she said she tried to replicate it

ruby isle
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What's the actual problem

gaunt wadi
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Most of the videos didn't have an issue during the atlas part

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Im having an issue with it

ruby isle
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Well first, you don't have to atlas, but it is entirely recommended. Use CATS though to atlas. It works pretty well

gaunt wadi
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I did use cats and I know I dont have to but really I have 25 materials :(

ruby isle
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So what's the issue with Cats

gaunt wadi
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Plus im adding some dynamic bones

ruby isle
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Dynamic bones have nothing to do with atlasing

gaunt wadi
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I have no idea its normal until the I picked the optimization tab

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Yes but I'm trying to optimize alittle with my avatar

ruby isle
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So what happens in the optimization tab

gaunt wadi
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I selected all the materials and then clicked save atleas

swift copper
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im paying attention to this as im trying to add some phys bones as well

gaunt wadi
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Turned white

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My whole avatar

swift copper
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on blender? itself

gaunt wadi
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Yes all happening in blender

ruby isle
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Cats can't use the ones in the file so you need to export them

gaunt wadi
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Where do I export the textures

ruby isle
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The importer has an option, or you need to go to each material and export them there. Not sure how to do that in new blender as I use an older version

gaunt wadi
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I seeπŸ‘

swift copper
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so quick question do i need to add spring bones to my avatar on unity before i add physbones? my hairs just not even animating at all.

worn vault
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I used cats plugin to decompress an avatar’s polygons to 10000, and vrchat tells me this bs.

ruby isle
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Spring Bones are only for VRM models. VRChat cannot use them at all

gaunt wadi
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Holy shit

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Those polygons

swift copper
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lol

ruby isle
swift copper
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that fixes itself on mine when i click fix the auto fix for mip maps

worn vault
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oh that fixed it lmao

swift copper
ruby isle
swift copper
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yeah sorry i was right on it

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i have it set to ignore eyes etc

ruby isle
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And your hair doesn't move when you move the avatar in play mode?

swift copper
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ill try again i did change something

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hmm im not even loading them anymore unity crashes if click play

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i think i don't have a camera in game view setup

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this is a model i have been optimizing for a good week as a beginner and so far i got it to be good rating for quest which was a mission so im sure something very basic is missing which isn't giving the hair bones physics at all

gaunt wadi
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Okay so I'm saying screw it and im not texture atlasing

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But now I need to know why I can't extract textures

swift copper
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gotta love these programs when you aren't a master at them

gaunt wadi
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Im just gonna apologize for my shit optimized avatar

swift copper
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lmao

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we bit off more than we can chew

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at least you aint homeboy from earlier with 90k polygons

gaunt wadi
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Goodluck to that guy

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Man had 38828202848 polygons

swift copper
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LMAO

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thats just a bug lol

gaunt wadi
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Is it

swift copper
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yeah for me i get the max amount possible

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then i click auto fix

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and its back to normal

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its just the poly count is undefined to it

gaunt wadi
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tororo I c

swift copper
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im over here dying to understand why my physbones won't work

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and when i try to go into play mode my unity crashes

gaunt wadi
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I have a long road with my avatar

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First textures

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Then edit the dynamic bones to attach to certain parts with my body

swift copper
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you can cut your poly's down a bit

gaunt wadi
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And finally physbones

swift copper
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i wonder if thats why mines don't work

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i can walk fine in game just the hair doesn't flow at all

swift copper
gaunt wadi
swift copper
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good times

gaunt wadi
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Im a goddamm idiot

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I wondered why my textures wont extract in unity

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I realized I forgot to copy in path mode the whole time

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Wasted 30 minutes on that

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And my whole afternoon trying to work with atlasing

stray tangle
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you will blow up the file size of the avatar for no reason

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you should always import your textures separately, assign them to materials, and put those on the model

gaunt wadi
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yea i guess i wasn't patient with this avatar and decided to not look back at the mistakes I made

quaint venture
worn vault
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its about time I figured things out converting this pc avatar to quest compatibility , clearly if i can do it then anyone can

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they just don’t want to lol who cares if the quality is a bit worse, you wouldn’t buy a quest if you’re into realism

heady smelt
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I'm trying to optimize my avatar for quest, But when i try to make a material list it looks like this

high kiln
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also it is after import or after atlasing?

swift copper
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is the leaf bone at the ends? i know ill have to do it in blender ofc

quaint venture
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where is the phys bone script?

swift copper
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sec

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under head

quaint venture
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then you should be fine as far as leaf bones

swift copper
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yeah thats what im trying to figure out since i can't even simulate it in playmode as unity crashes

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or it just does not play at all

quaint venture
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does it say anything in the console?

swift copper
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i believe this is what it was said let me find the quote

swift copper
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not much else

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i have to add a camera again as well

quaint venture
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might be worth making a new project and putting everything back in

swift copper
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o boy haha i was really trying to avoid that

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im still fairly new so i gotta recall all the cube shaders and stuff i added

quaint venture
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could paste the shaders from the old project folder to the new

swift copper
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i removed the audio listener and the error stopped but still no results im definitely skipping something crucial

quaint venture
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it crashes whenever you click play?

swift copper
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not anymore its just frozen though

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unticking an audio listener off the main camera solved the issue

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i assume because i did not export the camera from blender and had to add a new one i had two

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but still the issue is the simulation is frozen

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at least unity isnt

quaint venture
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when you explort out of blender set your settings like thsi

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you don't want the blender camera

swift copper
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ok good i believe i did this

quaint venture
swift copper
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ahh i see

swift copper
quaint venture
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I'm not really sure

swift copper
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very strange

swift copper
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yep just no way to interact with the avatar model in the game view

quaint venture
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...game view?

swift copper
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sorry

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when i press play

quaint venture
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you've been in the wrong tab my guy

swift copper
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at this point im open to me having made even the most basic mistake

quaint venture
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You need to be in the scene tab

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If you don't have the tab, here's how you add it:

swift copper
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i have had it sorry

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but still i can try it again and see

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lol...

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so i had it paused

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LMAO

quaint venture
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bruh lmao

swift copper
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paused and unpaused looks the same shade on my monitor i guess

quaint venture
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I'd crap on you but when I first started I did dumb stuff like that too

swift copper
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hey man i barely slept all week lmfao

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learning all the other stuff i got like 40 chrome tabs open

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i never thought id have more than 8 lolol

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thank you so much regardless haha i told you

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crucial first step

quaint venture
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np lol

swift copper
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at least i fixed the crashing issue

swift copper
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i guess one last thing before i finally test it live is

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seems like a false alarm i didn't see any creators in other guides have this problem with similar amount of bones

random mountain
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When I atlas my hair it shows holes in it and tips on how to fix that?

swift copper
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lol damn your hair has several materials within it? thats crazy

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lucky me i only had one

random mountain
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yeah

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it has like 8

swift copper
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mine had 23 but for the whole avatar eg one per body part or clothing accessory i can't imagine 8 for a single part i wish you luck.

random mountain
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I still never have mastered atlasing I do it and hope for the best mostly

swift copper
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have you tried atlasing the whole avatar at once?

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and seeing if you get a diff result

random mountain
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I want it seperate

swift copper
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im somewhat new too but that works perfect for me

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yeah i can see that

random mountain
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so I can edit individual material colors

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hair cloths

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that sort of thing

swift copper
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i do recall someone warning about atlasing with white gaps in between the png's themselves

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but i doubt thats the issue here

random mountain
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I guess ill try in the plugin discord too

random mountain
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I fixed it

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The view mode matched up to shading view when I atlased and I guess the hair was clipping through the head in that view