#avatar-optimization

1 messages · Page 69 of 1

worn yew
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i feel like atlasing is super inefficient as well? huge waste of texel density

buoyant holly
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it's fine if you do your Atlas properly

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using the cats Atlas tool is not doing it properly

worn yew
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yeah thats what i meant

buoyant holly
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like if you're doing a manual Atlas or Texture baking you can get a lot better vram utilisation

worn yew
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yeah of course

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just whenever ive looked at the cats atlas output its a massive texture that wastes most of its space

buoyant holly
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yes which is why I honestly prefer the cats baking tool over the atlas

worn yew
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do you both keep outfits on one big material? or do you separate it out

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wonder how that works if you have an outfit on a 4k texture but then also have like emission masks and so on

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unless those are fine to keep at lower res

ruby isle
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I don't have entire outfit toggles. If I make a separate outfit then it goes on a new avatar

worn yew
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i dont mean for toggles

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just a single outfit

ruby isle
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My avatar is 1 single material

worn yew
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what texture maps are you using

buoyant holly
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basically everything in one material would be more optimized but it's probably not the end of the world if you use two materials so you can easily swap out the atlas for the atlas parts that are changing each time if you have multiple avatars with different outfits

ruby isle
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Main, a black and white version used for an effect, and normal map

buoyant holly
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myself the PBR set for the standard Shader

worn yew
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might need to do some profiling

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though it does feel like a lost cause with this game sometimes

ruby isle
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Every little bit helps

oblique patio
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Time is money, cats atlas is super fast

lethal ginkgo
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Is there a reason LOD groups are not allowed on avatars?

ruby isle
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There is no limit on uploading, it'll just be Very Poor if you go beyond the max

buoyant holly
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and everyone on Quest will have to manually turn your avatar on

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as there's no setting on quest to Auto Show Very Poor avatars

tulip rose
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Question before I start working on this project. Do blend shapes get laggy when there are too many of them. I'm planning two avatar OSC projects, but I will need to render them out to a display of sorts, on/off. I'm using blend shapes to maintain quest compatibility. And i think it would be better then using a bunch of mesh renderers.
So for one, I would be animating a quad or two for a tile size of 7x6(x2) and the other would be 10x20. (Not the same avatar). Do you guys thing this would be a bad thing to try and attempt?

leaden ember
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Added an outline via poiyomi. Looks like this when I zoom in a bit. Any idea where my mistake is?

buoyant holly
# tulip rose Question before I start working on this project. Do blend shapes get laggy when ...

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

tulip rose
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Thanks, it is quite a weird problem, cuz like cant use I can't just use a shader because quest lol

heady smelt
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is having the face as a seperate mesh better beecause blendfhapes

oblique patio
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Yes, but from my experience it can lead to weird shading

ruby isle
heady smelt
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how do i set the anchor point

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I probably skimmed over something idk if that makes me sound dumb

slate crypt
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Anchor point of what

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Oh right

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Blocked

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No help for you

ruby isle
echo geyser
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Nevermind, github I found is by shotariya

exotic meteor
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Excuse me if this is in a wrong channel to ask this--
Always been a little confused and curious by this but especially in recent times with the Avatar Dynamics update. Compared to all the other limits, the hard cap is at 70k, which okay, I can understand. The jump from being just below 70k makes it be Good, but being even just one poly over makes it be Very Poor. What is the overall like, reasoning behind this, seeing as every other statistic for PC Limits is increased like double or sometimes more per quality rating.

Genuinely curious and would love to get some insight on this o-o'

exotic meteor
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Oh- as compared to my idea of a suggested 32k/70k/100k/140k or something like that, just so it's incremental, like everything else on the list.

buoyant holly
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I doubt they would be inclined to be increasing the triangle limits considering they went okay no more triangles after 70k

exotic meteor
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Well in that case shouldn't they have at least made it something along the lines of 32k/44k/56k/70k? Just so it isn't a steep curve from Good to Very Poor?
In my case I lie comfortably right above the 70k mark at 82k, and can optimize without losing any visible quality down to 73k. Everything else on my model is Medium or Good, depending on my setup, but due to the steep curve of the polygon count it's automatically plummeted to Very Poor either way like it never was gonna matter in the first place.
I'd be more understanding if it was at the Poor level only, but from Good and down?

buoyant holly
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they're unlikely they tweet those numbers anytime soon so no sense worrying about it

exotic meteor
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Fair

midnight lodge
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After running my first CATS bake, there is this BakeFix.cs script that needs to be applied on Unity, does anyone know how to use it?

buoyant holly
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that doesn't require any Unity scripts to use cats

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as you would just be exporting a fbx

midnight lodge
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I meant this little feature from CATS

ruby isle
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All that script does is set your lighting anchors automatically. It's optional as you can do that yourself or not do it at all

midnight lodge
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Right! But I don't know how to do it myself or with the script, how would you run it?

ruby isle
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I've never used it but I assume it might appear in a menu up top

midnight lodge
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Hmm, I'm not quite sure which menu you could mean

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But, if I can do it manually, I will read the script and find whatever it is doing

ruby isle
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To do it yourself, click on each mesh in the scene and in the Inspector in the Skinned Mesh Renderer component, set the "Anchor Override" to a bone on your avatar (commonly Hips or Chest is good)

midnight lodge
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Yep! And actually, it seems that on importing the baked folder, it ran itself! So I had to do nothing

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Thanks for taking your time to answer :)

proper grail
ruby isle
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And I believe it was ~65k polys

exotic meteor
median wharf
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Anyone Know how to Atlas while only keeping mostly what's used in the uvmap of the model, like to avoid huge empty space or part of the texture that increase the size of the texture.

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This could save so much time sometime

stray tangle
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will re-pack all of your islands into one new UV map and bake the original textures down to one new texture

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takes care of your PBR textures too

median wharf
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Thank you

supple dirge
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I guess maybe the question is better here, sorry for the duplicate : Stupid question but hum... How many particles is too much? Like on average if they were to all be on screen at once during an anim what would be a reasonable number?

slate crypt
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Me with 55,000 particles: Concerned

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Jokes aside that’s the max particle count of my avatar, I’d say around 1,500 are visible at any given time

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It depends on what materials they use, if they have collisions, trail renderers, lights, etc

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Obviously particles with trails and lights are gonna hurt a lot more

ruby isle
slate crypt
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2,500 particles really ain’t much

floral mica
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why does cats bake just refuse to work

stray tangle
ruby isle
floral mica
stray tangle
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👍

tropic valley
# supple dirge I guess maybe the question is better here, sorry for the duplicate : Stupid ques...

Depends on what you are doing.
If it is idle particles, probably a few hundred max.
If it is for some toy or something (like a nose boop or hammer), probably a bit more.
If you are doing full on particle animation type stuff, the sky is pretty much the limit. Although, if you start getting into the multi-millions it starts to get laggy for everyone, and weaker systems hit this limit sooner. Still, depending on what you are going for that could be more or less of an issue.

lament garden
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Quad remesher is nice but I would also recommend retopoflow as it's free and you learn more about retopology.

heady smelt
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Hey, I’m trying to make a pc avatar quest compatible using a quest converter tool.. and I’m trying to select the avatar thing however it says nothing is in assets or scene and when I click the eye thing it doesn’t work

low shale
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Question regarding this, I've been searching for more information and have yet to find much.

I'm aware that shapekeys are very expensive, and that bone toggles are most definitely a better solution a lot of the time, but at which point does it become the preferable solution?

Say there's around 19 different things you want to toggle on one mesh that has approximately 50k~ polys on it. That would require a fairly significant amount of additional bones and set up and I'm curious if it's worth the extra effort.

thank you! vrcAevSlap

calm spade
# low shale Question regarding this, I've been searching for more information and have yet t...

Shapekey cost is only dependent on how many vertices are affected by it, which is all the vertices on the mesh the shapekey is on, so separating parts of the mesh if they have a lot of shapekeys is usually good practice (which is why a lot of people separate their face mesh from the rest of the avatar).

I'd say it's very situational, but if the avatar is built so that by default all things are on by default, and require a toggle to disable them, it's better than the opposite. Having bones where you can is great, but I know it's sadly not an option for a lot of things as you said.

Imo it's worth the effort, and if everyone did it, it would make a significant difference, but shapekeys aren't the most expensive part of non performant avatars usually, they just compound the issue due to the high poly nature of the models.

I've just recently come across some popular avatar bases which have hundreds of shapekeys to modify every single tiny aspects of the model, and people sadly aren't aware that you aren't supposed to upload the model that way, but instead apply all the shapekeys to the default model you want, and delete all the ones you don't need to reduce filesize !

low shale
# calm spade Shapekey cost is only dependent on how many vertices are affected by it, which i...

gotcha, thanks so much for the response! the situation I'm in at the moment is a little tricky, as many parts of the mesh are painted to multiple parts of the armature. for example, the fishnet that goes down the left leg would require about 8 additional bones (because of twist bones / bones for dynamics), and that just covers that one toggle. the same or similar situation is there for the rest of the 18 things I would like to have the ability to toggle.

ruby isle
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At the same time, you should really create a separate avatar for the toggle instead of making it a realtime toggle

low shale
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that would require a hell of a lot of additional materials given that this entire mesh is atlas'd to one texture

ruby isle
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You can still do it using cutout and cutting it from the atlas

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That would require a lot more texture files however

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Again, I would strongly suggest making it a separate avatar instead of having these toggles on one avatar

low shale
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they're not toggles for additional options. they're all part of one outfit

calm spade
ruby isle
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Most of the toggles on the outfit can be assigned to a bone. It's just the main outfit that would be tough

low shale
# calm spade Yeah, in this case I can see why you wouldn't want to have 18 additional bones, ...

the main reason to keep it real time is for the ease of the user to quickly make adjustments on the spot. For example, in this particular case, if someone didn't like the bandana on the leg or the straps on the body they would be able to quickly turn them off in game. creating a unique static avi with a desired combination would be.. impossible.. given the number of potential combinations of 18 different toggles

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if it was a personal avatar though of course that'd be the obvious choice, but unfortunately it isn't.

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maybe one day there will be a more automatic solution to this in the future. some kinda way to make the desired adjustments in unity via something like lyuma's emulator, lock them in, then upload as a static avi would be great. there's a whole lot of variables to consider with something like this so i guess we're stuck here for the moment.

calm spade
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It's definitely a challenge for people selling avatars. I'm only upset when it's people's personal avatars and they have Blender knowledge teehee

low shale
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im just trying to do the best i can, someone who makes public avi's has ought to have optimization in mind

ruby isle
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Oh wait you said one mesh with 50k

low shale
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a little less than 54.3k

ruby isle
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Well I would suggest decimating it a bit. You can probably get it down to 25k quite easily

low shale
ruby isle
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Then I guess if you need it to be toggles then use bones for what can be assigned to a bone and blendshapes for anything else

low shale
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i've already brought the polycount down pretty dramatically, lowering it past the point it's at right now would make some pretty noticeable differences

ruby isle
low shale
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already used :)

ruby isle
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Use more then =)

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Like I said, you can most likely get it to 25-30k pretty easy

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For example you can collapse those faces on the sword

low shale
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that's one thing i didn't do yet yea, but that would save maybe like

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a hundred polys lol

buoyant holly
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definitely some major Loops you could dissolve

ruby isle
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Collapsing quads saves a lot more than you think

buoyant holly
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like honestly you don't really need every other Edge Loop

low shale
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every other? that's kinda stretching it, from my testing a lot of the areas with denser polycounts have received noticeable declines in quality when dissolving their edge loops. I could definitely do more, but getting it to the 30k area seems like too much of a sacrifice for the gain

ruby isle
buoyant holly
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fair so maybe not every other but there's definitely some Loops not doing much

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this set of topology doesn't seem to be doing anything useful

low shale
buoyant holly
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do you ever toggle those to where they would be separated

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because otherwise they could be the same mesh

low shale
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they are the same mesh yea

buoyant holly
low shale
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ah, yea that's not really do-able

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toggling off the fishnets is an option so

buoyant holly
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good to know

ruby isle
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Also one thing I notice, is there any reason you have culling off?

buoyant holly
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turning off culling effectively doubles the actual triangle count rendered

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so that's a case of trying to cheese the Avatar rank system leading to worst performance

low shale
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:(

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a few reasons, most of which are like this

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i could definitely just go and add backsides to these manually, then turn culling off

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but then that'd add more polys to the mesh and im unsure how / if culling effects shapekeys or not

ruby isle
low shale
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gotcha

calm spade
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As long as you're keeping optimization in mind when making the models, that already puts you above 99.9% of the models used out there !

low shale
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the meshes are separate atm just to delete the zero weight vertex groups via CATS to figure out what bones i'd have to put into place to make them bone-toggles rather than shapekey toggles

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from my understanding, a new bone per group would have to be created solely for whatever needs to be toggled

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surely shapekeys are more efficient than an additional 22 bones that'd have to be scaled for one toggle.... right? 😨 @ruby isle @calm spade

ruby isle
low shale
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is there something special about this 30k number? from what i've experienced / heard, the 64k mark is where stuff starts to get incredibly performance impactful, and i've read to aim for less than 50k on the docs.

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i did manage to get it down to less than 47k tho! will be aiming for lower but not sure if i can hit that number

ruby isle
buoyant holly
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so just keep chopping Edge Loops that don't contribute anything visually

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very handy for doing the stuff to make sure to look at your model at the average view distance so you're not obsessing over Edge Loops that don't visually benefit unless you stick your nose right up against it

low shale
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gotcha, thanks guys! really appreciated.

buoyant holly
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like as a test I'd see if removing every other Edge Loop makes it look significantly worse or not on the leggings

ruby isle
low shale
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the leggings are particularly dense because of clipping issues, i plan to dissolve some of the bits closer to the ankles/upper thighs since they don't bend but the knees, ankles, and butt area wont be touched

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the alternative of preventing clipping would just be making them have more space between the legs but

buoyant holly
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if you weren't going for toggles I would say it would be more optimized just to have the legging texture be part of the leg

low shale
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i originally intended for the socks and fishnets to be a texture but pandabear's base has some particularly bad seams for it

buoyant holly
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then maybe go rebake it with some better seams?

low shale
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im not sure if re-doing the entire uv, body texture, the socks & fishnet textures, and pbr stuff is worth saving 5k polys 😅

buoyant holly
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Fair

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you're still doing like better than most of the user base

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but you might have to go that whole extra mile if you were trying to make like a quest model

low shale
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seeing as this is a thing

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i don't intend to make them quest compatible lol

ruby isle
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Wait if just your toggles are 50k, isn't your avatar above 70k polys and Very Poor?

buoyant holly
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that section is a little out date the hard cap would be 20,000

low shale
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yes, this avatar will be rated very poor. I don't intend to be making the full version of the avi something event ready or rated underneath this area, just something significantly more optimized than a lot of other similar models currently available

buoyant holly
low shale
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perhaps i should've mentioned that, my bad. helps to start from a perspective of making it as optimized as it can be in the first place regardless though lol

calm spade
low shale
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as a guestimate it'd be easily > +100 bones

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so the performance ranking would take a hit, but i'm not too concerned with making it < very poor. they'll be very poor regardless of what i do regarding toggles, so it's more so a matter of actual performance

ruby isle
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Unless you optimize it to stats under Very Poor

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(Which you should do)

low shale
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right

buoyant holly
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because everybody is going to assume your avatar is terrible at Very Poor

low shale
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i don't mind that lol, the ranking is unavoidable with what i plan to add.

ruby isle
buoyant holly
ruby isle
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There is yet to be a good excuse for VP

low shale
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a lot on one avatar is what people like

ruby isle
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And then they wonder why their game runs like crap

low shale
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yea lol

buoyant holly
low shale
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i just try to deliver what people want at the best performance i can

ruby isle
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What people want is not what people need

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I'm sure many people would love to have an avatar with literally every possible toggle and feature ever made, but it's not something they need

low shale
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definitely not, and i agree. but i can't force what people need down their throats

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simply put, if i put less on an avatar less people are interested in it

lime egret
ruby isle
lime egret
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Because I’m lazy? 😦

low shale
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i would love to have a tool in unity that provided checkboxes for what's wanted and not wanted that would automatically generate static versions of any avi i made

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buuut

lime egret
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Hey I atleast made multiple different copies of my avatar with different things rather than cramming it all on the one avatar. I do plan on optimising it and making it quest compatible I just haven’t yet.

low shale
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i assume almost everyone using this tool would just check every box because why wouldnt they want to have it all available on the fly in game

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if they wanted to make a change they'd have to load the project again, generate a new variant, upload... people are lazy

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not many people would opt for that i dont think

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but i will make < very poor version of the avi with everything stripped from it for those who'd want it

ruby isle
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But by catering to lazyness, you are making the experience for everyone else worse

low shale
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by not catering to laziness nobody cares about what i make

ruby isle
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That's a bit selfish

low shale
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those who don't want to see avatars that are very poor can hide them, it's not like they're forced to see it.

ruby isle
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That can often cause social disconnects

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You shouldn't be relying on other users to filter the avatar and break their social connection for your own gains

low shale
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then those who dont want to feel said disconnect can use fallback avatars

ruby isle
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That also causes social disconnects

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Not seeing what a person is wearing no matter what it is will cause a social disconnect

low shale
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well since i plan to have an optimized version, it could be used as a fallback

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it'd be the same avatar, just with less bells and whistles

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i dont think the difference between having a hoodie on vs not having a hoodie on, missing particle effects, or dynamics, would cause a social disconnect

ruby isle
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Just saying you have a lot of opportunity to optimize below VP that you won't take because "by not catering to laziness nobody cares about what I make"

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My avatar was at 30k polys and I still decimated it to 20k in favor of performance

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No such thing as a limit

low shale
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i am optimizing where i can, that's why im here. but like i said, it wont be possible to get them beneath very poor.

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mainly because of poly count

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everything else should be less than that

buoyant holly
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have you tried dissolving Edge Loop at to see what you can shave off

ruby isle
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If I can get a 500k poly avatar to 70k, you should be able to get yours there too

low shale
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dang a 500k avatar must've had a lot of earings

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😆

buoyant holly
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like I suppose question do you really need geometry shoelaces

low shale
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Yea i could definitely change that

buoyant holly
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that would require some retopology and texture baking but just crossed my mind

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as far as places you could shave lots of triangles off

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like what's the current triangle count on the whole Avatar

low shale
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most of the poly reduction would be through replacing those details with textures

buoyant holly
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which would work as most people aren't going to be sticking their nose in your avatar that would be rude

low shale
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atm with all of this, exactly 200,058

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i am still not done decimating though, but am running out of places to reduce a ton

buoyant holly
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I would definitely call that that should be separate avatars for some of those combos

low shale
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spoiled because it's maybe slightly nsfw? idk. i censored it pretty aggressively lol

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Well, the clothing combos would be fully disabled if they were toggled off

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not hidden via shapekeys since they're their own meshes which i intend to have dissolve toggles for

tropic valley
ruby isle
tropic valley
ruby isle
tropic valley
ruby isle
tropic valley
ruby isle
tropic valley
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uh..... what

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how was I spamming wtf

ruby isle
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Bot borkd

tropic valley
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...... aparently

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well, I'm just going to answer your question and be done, bot got me annoyed xD
Game devs using unity have the ability to control every aspect of the game which is impossible here.

ruby isle
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Yes and no. We are creating assets for the game, which is the exact same thing an artist does for a game. The artist has no control over the game design systems in place, they just make the content and it gets put in.

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While we don't have the ability to control some systems, the ones that count in terms of optimization we do have control over

tropic valley
# ruby isle Yes and no. We are creating assets for the game, which is the exact same thing a...

yeah but we also need to be rendering at times up to 80 avatars that are fully simulated either by animations or ik and given that lods don't get made (are they possible actually? or is that stuff not permitted for avatars) the avatar renders the same quality level super far away as it does right up close, and most people (rightfully in my opinion) make avatars with the expectation that others are going to be reasonably close.

Anyways, I agree that doing the best possible on optimizing (within reason) would be great, although I mostly just wanted to remove the blanket statement.

ruby isle
tropic valley
buoyant holly
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that's a terrible fix

tropic valley
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also, some people might want to watch that kind of stuff without having to be stuck with the avatar moving differently from them

ruby isle
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And yes I know it's been an issue for years

tropic valley
# ruby isle Just wait until the bug is fixed

It is almost 2 years old...... that is not a viable solution.
Also, I don't really have emotes, so I don't use that. I was just using an example of polygons being over 70k.
Also, vrc is cpu limited in most cases, adding a lot of polygons (assuming not with tons of blendshapes or stuff) is not the worst thing in the world

ruby isle
# tropic valley It is almost 2 years old...... that is not a viable solution. Also, I don't rea...

I don't have emotes either so it doesn't affect me. But they're not something that are major issues. You could just not use an animation that moves your root motion instead.

Also, vrc is cpu limited in most cases
Exactly. More polygons = more blendshape calculations = worse CPU usage. This exact stuff can be seen if you go into blender. With an avatar with around 30k polys, if you slide up and down a blendshape it will be super smooth. Do the same thing on a 100k avatar and blender chugs.

tropic valley
ruby isle
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99% of avatars have blendshapes as well

tropic valley
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I can turn my render res up to 200% most times and still be cpu limited, so I personally don't see the benefit in optimizing polycount that much (not counting blendshapes okay, but they should be on their own mesh in the first place). I also know that my system is not everyones, but I do think it is starting to be on the lower side of average ¯_(ツ)_/¯

tawdry drift
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does removing blendshapes you don't use for your avatar do anything in regards to its optimizing

tropic valley
tawdry drift
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finally got below 70k

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hmm okay

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im gutting everything i possibly can

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well now i can include a "kick me" sign yay

ruby isle
buoyant holly
tropic valley
ruby isle
tropic valley
ruby isle
tropic valley
ruby isle
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They do

tropic valley
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?????

ruby isle
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I was literally there when they were checking their stats

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Their GPU was at 100%

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VRC targets 90fps by default. They have an index though so I think they were targeting 144

tropic valley
# ruby isle Their GPU was at 100%

that doesn't matter though....
If my cpu has a frametime of 100ms, and the gpu has a frametime of 45ms, the usage does not matter. I could have 30% cpu usage and 100% gpu usage, at that point, the one being waited on longer is the cpu which is where the bottleneck is

tropic valley
# ruby isle If your GPU is 95-100% you are GPU bottlenecked. Your CPU will **never** exceed ...

That is not true though......
Utalization is kind of a bad stat to go by, so I am going to use Frame Time
Frame Time is the time it takes to render 1 frame.
This means that CPU Frame Time is the time it takes for the CPU to render 1 frame

In VRChat, the cpu often has a super high CPU Frame Time. This is because a lot of stuff needs to be done on the cpu and is not multi-threaded enough to have full utilization.

So let's compare frame times.
If I take a general prison/murder lobby[this is with everything shown and in the lobby facing everyone], cpu frame time for me is around 50ms or .05s. My GPU frame time is around 25ms or .025s.

This nets you around 20fps.

Now I am just going to pick a hypothetical usage for this example as it would demonstrate better what I am talking about.

Let assume that the GPU is being used at 100% and the cpu is used at 60%.

Conventional knowledge is that you are gpu limited; however that is not actually the case. You are waiting 2 times longer for the cpu to render the frame than you are on the GPU.

So now lets continue, if you decreased the cpu frame time to 25ms.

You would then increase the fps to around 40fps, or even if it did not increase all the way to 40fps, at some point it would take longer to render one frame on the gpu than it would the gpu limiting framerate, not the cpu.

This happens even though the gpu is fully utilized because the time it takes to render a frame is much less than the cpu.
So basically, whichever device has a higher frame time is the one that is the current bottleneck.

You can see these timings if you open the advanced steamvr graph or if you buy the fpsvr utility

ruby isle
tropic valley
# ruby isle You are missing one crucial detail: If the GPU has a smaller frametime, by logic...

not necessarily, the gpu can be almost or fully utilized at the lower frame rate, but if you cannot get more frames to the gpu to render, you are still limited by the cpu.

You can actually test this if you are curious. Go into a world (game worlds are great because they are super high on udon and relatively performant for quest) and turn your render resolution up to a super high percent. You will notice that you don't really lose fps until you get to a certain point, at which you start losing fps proportionally as you go higher.

If you have fpsvr or open the steamvr advanced timings graph, you can test this with a lot more information

ruby isle
tropic valley
#

it cannot do anything

ruby isle
#

Exactly

#

This means it is not working

#

Now what happens to the load percentage when something is not working?

tropic valley
#

it goes down

ruby isle
#

Right

#

So by logic, the GPU cannot be at 100% if the CPU is the bottleneck

tropic valley
ruby isle
proper grail
#

I think theres a bit of a misunderstanding, in this case frame time is not being inverted to get an fps value. Its more of a how many instructions am i giving it measurment

ruby isle
#

I don't even care about FPS values. It's about which is the bottleneck in this case

tropic valley
tropic valley
ruby isle
#

Yes you're absolutely right. The CPU is the bottleneck. This is what I was telling you before. The GPU has a lower time, CPU is the bottleneck

tropic valley
#

(╯°□°)╯︵ ┻━┻

arctic siloBOT
#

┬──┬ ノ( ゜-゜ノ) There you go

tropic valley
#

this is literally what I have been saying the entire time

ruby isle
#

So by logic, the GPU cannot be at 100% if the CPU is the bottleneck

#

The GPU will not be at 100% if the CPU is the bottleneck, is what I'm saying

tropic valley
#

kill me

#

......

#

but as long as the gpu can put out frames faster than the cpu, the cpu is the bottleneck

ruby isle
#

I know exactly. But the GPU will not be working 100% if this is the case

tropic valley
ruby isle
#

Because it can't be using the entire frame to render something when the CPU can't even send the instructions fast enough

#

Look at it this way:
A cook makes a pizza in 10 minutes. It takes a customer 5 minutes to eat it. When the customer is done eating, they are there waiting for the next pizza. The cook is the bottleneck. They are working 100% of the time making pizzas. The customer is not spending 100% of their time eating

tropic valley
# ruby isle Look at it this way: A cook makes a pizza in 10 minutes. It takes a customer 5 m...

hmm... but that analogy is too grossly simplified for the subject at hand.

Lets think about this in a slightly different way.

Lets force the gpu to do more work per frame by increasing the resolution it is rendering at.

Doing so means it takes longer to render each frame because it has to do more work, and it is already fully utilized so it cannot use inactive parts of the gpu for rendering (because they are all active).

However, as long as you don't increase the resolution too much, the gpu will still be able to render the frames faster than the cpu is producing them, even though the gpu is fully utilized, it just takes more time to do so.

This is similar to the frame timings. As you increase the amount of work that the gpu has to do by rending frames faster on the cpu, you increase the time that the gpu is spending rendering those frames because it is doing more work; however, as long as the amount of work stays low enough, the cpu will still be the bottleneck.

ruby isle
# tropic valley hmm... but that analogy is too grossly simplified for the subject at hand. Lets...

What you just described means literally nothing at proving what usage percentage reflects to bottlenecks. When you increase the resolution, you are increasing the work. You're basically tilting the bottleneck more to the GPU side.

I am always CPU bottlenecked in VRC, but obviously if I crank my resolution to 500% I'm gonna be GPU limited right? My GPU will be at 100% usage then. But it will not be 100% if I am not cranking my resolution because natively the game is CPU limited on my hardware

tropic valley
ruby isle
proper grail
#

Very overthinking the meme statement of - Its doing nothing, its not at 100%

ruby isle
#

I've been trying to tweak my render resolutions to hit my GPU harder since I have the extra cycles however it's very hard since the CPU is very variant on it's frametimes

ruby isle
tropic valley
proper grail
#

gpu util is a very rough estimate of what power state it is in

ruby isle
tropic valley
leaden ember
#

Top part of the teeth/guns won't move with the rest of the mesh. Weight painting does not seem to work (part stays red for some reason)

#

Here's how it looks in weight painting mode

#

Any ideas how to fix it?

high kiln
leaden ember
#

Thank you!

slate crypt
#

They should be following the head bone thus you need to paint them to the head

ruby isle
#

2 skinned meshes vrcStop

frail orbit
#

I've made an avatar and I've split the mesh in order to be able to have those parts of the mesh be able to be toggled on and off, however theres now 3 skinned mesh renderers, and this avatar is being developed mainly for the quest (it's telling me 2 skinned mesh renderers is the limit) , so it's now showing as very poor, is there any way I can have the toggles I want without going over the limit for skinned mesh renderers? I've never made any toggles before

calm spade
wicked plank
#

if they are all going to use the same mesh you could try swapping materials instead maybe

amber hemlock
#

I'm so suck of this bug, i've put off animation work for 2 years now :(

#

i wish they hadden't filed it as an Avatar 3.0 bug, since it's not one.

#

wonder if that's why it's ignored

ruby isle
#

It's ignored because it's not high priority

amber hemlock
#

I know. Just sucks putting off projects for so long

#

accurate location of avatars across the network should be a major freaking priority for a vr social platforn

ruby isle
#

I agree but they're stretched pretty thin as is making all this new stuff

buoyant holly
#

crunch compressor textures

stray tangle
#

that is a lot of polys for a quest avatar. you should definitely consider optimizing that

#

same for amount of meshes

radiant shadow
#

nice ripped avatar (notice file structure)

#

AuxiliaryFiles/ExportedProject comes from a certain program/location

rain matrix
#

gottem

vast depot
#

Damn caught in 4k

By yourself! how does that even happen man?

proper grail
#

Bruh how you rip free avatars

buoyant holly
#

the model was acquired illegally basically

#

if you ripped it out of vrchat itself it's illegally acquired

#

grabbing it from a website that ripped it out vrc

lost zenith
#

Some avatars use bases but often times you have to pay for those bases artists deserve compensation for the assets they create if they ask for it, and if it's ripped it could very well be someone else's personal customization of the avatar

buoyant holly
#

and the file structure your screenshots demonstrates matches a illegally ripped Avatar

lost zenith
#

Its copyright theft

#

Unfortunately lawmakers don't jump in to protect small artists but that doesn't make it any better to take from artists

radiant shadow
#

well now we know what page you been on

#

ALL their content is ripped

buoyant holly
#

what website did you grab it

#

if the Discord was prevent you from posting yes it's a illegal site

lost zenith
#

You could always get the Hobkin model from the artist for literally $10 bucks on their patreon

buoyant holly
#

that doesn't really change my point much

#

you were trying to mention a bad website

#

but yeah that answers the question you were using a a illegal model that could get your account ban

#

well one you would be denying the original Avatar maker Revenue

#

that's a Hopkin model so yes you have to pay to access it on his patreon

hazy sundial
heady smelt
#

umm 25% empty space sir

#

UNNN acceptable

lethal fossil
#

Will atlasing my materials break cloth change toggles?

#

An avatar I bought has options to change clothes and their colors/designs, I'm wondering if atlasing would break that

heady smelt
#

it will break them because atlasing will make it all onto 1 material so

#

material swaps wont work

lethal fossil
#

I assume color/texture changes happen by material swaps usually (sorry still relatively new to dev)

heady smelt
#

its fine

#

you could upload multiple diff avatars with their own clothing set

#

if that is an issue

lethal fossil
#

That's what I just thought about recently, would be some compromise

heady smelt
#

I also think there is a way to have it all on one avatar and atlased

lethal fossil
#

I was also thinking about trying to make a fallback out of the 290k poly avatar

heady smelt
#

290k burh

#

thats gonna be impossible to make a fallback out of without severe comprimise

#

since fallbacks need to be Good or Excelent rating for QUEST

#

or well now they have pc fallbacks im not sure exactly how that works

#

but still

lethal fossil
#

Oh, one more thing, when I optimized the polys on my hoodie the texture got screwed up, how do I re-align it?

heady smelt
#

if you autodecimate it too much it will do that

lethal fossil
heady smelt
#

lol

lethal fossil
#

I did it manually very slightly but I assume there's less surface on the mesh to the png then. Just don't know how to go about fixing it

heady smelt
#

u dun broke the maths

#

I don't really know how you would go about fixing that besides a very tedius process adjusting single verticies at a time on the UV map

#

so I just dont decimate that far to avoid thaaat

#

but u have to so

#

unless you want to retopo

lethal fossil
#

Oh well. Thx anyway 🥲

median wharf
hazy sundial
#

only now got a chance to test it and it doesnt work

#

I mean yes it does creates an atlas

#

but I doubt it is good for vrchat in any way

#

or I'm just dumb af

#

yeah aint good

#

guess no fallback avatar then vrcSkull

#

blender is my worst enemy and believe me I tried it

#

with cats plugin and stuff

#

but it cant just properly import/export my model normally

#

well no

#

not cats

#

some other one

#

but u get me

worthy bridge
#

not sure if it's fine posting here but is it possible to use the quest baking in CATS without losing out heavily on the resolution?

#

mostly asking since I spent some time yesterday upscaling the textures.
I wonder if removing the unused area could solve this(?)

#

wait wth I dont remember having all of those duplicate textures in there

#

ffs it was fine last time when I made the atlas

#

was perfectly fine when I made the atlas originally now it somehow screwed itself up

worthy bridge
#

why does blender keep causing new headaches ffffffff

heady smelt
#

is this good enough for fallback

#

read write is enabled

worthy bridge
#

fallback requires excellent/good ranking for fallbacks

worthy bridge
#
summer jacinth
#

Is there any way I can merge audio sources together (i.e. sound packs for variants of the same sound)? I have an avatar that has good performance, but its rating is tanked to very poor because it has 13 audio sources.

I don't think its much of anything to worry about because the most complicated possible combination under the avatar's animations would allow only 3 audio files to be played at once, and that requires a very specific setup (the player must be hit by a certain dynamics collider at the same time that a specific alarm sound is playing all while they are firing the weapon of the avatar). My outlook right now is to just not worry about it fwiw. Most of the SFX are dedicated to effects for specific actions, very short sounds.

#

Which on that note, why are audio sources so impactful to avatar performance rank? I assume it's a "worst possible case scenario" type outlook (i.e. all sounds playing at once type deal), unless it's related to the spatialization or something like that. It's not very clear what defines that limit in the first place, so I don't know how to work alongside it.

worthy bridge
#

christ finally, for some reason some of the visible areas appeared as complete black/transparent even though they were visible on the traxture map, either way I'm happy that this is finished

#

for some reason the hands were unscathed which I'm grateful for

latent sonnet
worthy bridge
#

only reason why I won't put boosting and walking sfx on my avatar 😔

#

cut down on the excess empty space in gimp but now a majority of the textures are just black even though the map itself looks fine

worthy bridge
#

oh oddammit it was because the alpha in aterial properties has to be changed to match the new material

#

alternaitvely coudlve just set it to attribute | alpha

#

I cant believe I spent 2 hours figuring this out

#

atleast my texture map is 2048x2048 now

#

I wonder why the alpha can have an image that's completely separate from the material now

#

didn't need to spend all that extra time rearranigng the uv maps either afjklaa

worthy bridge
#

holy shit finally

slate marsh
#

any way to make a vroid avatar only have 1 material?

#

trying to make a backup for the quest users but like

#

vroid is only willing to cut materials down to 2 (face+everything else) which places my avatar in medium instead of good, meaning i cant use it as a backup

#

this is literally the only thing stopping me

#

i could fix it in blender if i could find the mesh in unity

#

which i think i have but instead of an .fbx or any other normal people format, it was like a .asset or whatever

#

like what am i supposed to do with that

#

to elaborate:

#

i have made a combined atlas:

#

now i just need to edit the face's UV mapping to work with this

#

which i cant because i cant find the mesh

#

but what do i even do with a .asset

slate marsh
#

YES

#

YES

#

WOOOOOOOO

#

there is absolutely need to yell my dear friend @hybrid mulch i have made a breakthrough

slate marsh
#

just needed some janky unity plugin to convert asset to fbx

#

and hoped for the best and somehow it worked

buoyant holly
#

cool

ruby isle
slate marsh
#

but i like did make the avatar in vroid as thats literally its purpose

ruby isle
#

Ah okay then. 9 times out of 10 a .asset indicates a ripped asset

buoyant holly
#

next time would probably be a better idea to do the modifications on the vrm itself

radiant shadow
#

if you need an fbx from a vrm, just import it to blender instead 🔨

ancient crystal
#

this should go on the canny 🥇

buoyant holly
#

good luck with that haven't seen much traction for any modify the Avatar ranking system on canny

ruby isle
# ancient crystal

If you have 2 pens, it should be 4 materials. Not at all equivalent to 500 mats in perf rank

ancient crystal
#

but also im talking on quest as well

ruby isle
ancient crystal
#

u dont need a pen model

ruby isle
#

True

ancient crystal
#

can just put it on the finger

ruby isle
#

So yeah 2 materials

#

How is it even close to the 500 mat people

ancient crystal
#

even though this is beyond the point of what that message is even saying

#

reminder that trail renderers and particles are also in their own performance rank categories

buoyant holly
ancient crystal
#

and on quest having more than 1 is already very poor

ancient crystal
#

and on PC you drop many performance ranks

ruby isle
ancient crystal
#

i dont care

ruby isle
#

Well then you also shouldn't care about the rank

ancient crystal
#

also still completely missing the point

#

that the current performance ranking system does a horrible job of actually computing "performance cost"

ruby isle
#

I think the OP was missing the point. The performance system isn't supposed to be perfect. It's a rough guideline

ancient crystal
#

and treats a barely Very Poor avatar the same as a clearly Very Poor avatar

#

its not a "rough guideline"

#

it literally determines whether or not your avatar will be seen

#

and shows a funny icon in game

ruby isle
#

Remember, the Perf Rank system isn't perfect-- it is just a surface-level recommendation system.

ancient crystal
#

just because "its not perfect" doesnt mean it couldnt be better

#

that is such a stupid excuse

#

say that to SDK2 and we would never have Udon

#

because clearly we could make games just fine with triggers and animators

ruby isle
#

If you actually understood the impact of the systems it ranks at Very Poor, you'd understand it's not a stupid excuse

ancient crystal
#

it is a stupid excuse because it doesnt actually take into account the difference between a balanced avatar, an unoptimized avatar, and someone who didnt even try

#

they are all lumped into the same category

#

at least with the points system you can actually see how bad it is

ruby isle
#

Because it doesn't need to. If you are Very Poor, you did a poor job at optimizing

ancient crystal
#

instead of having just some useless icon

ancient crystal
#

or 4 pens

#

and 0 of anything else

#

yes very poor

#

makes sense

ruby isle
#

Don't have 4 pens

#

4 pens is not optimized

ancient crystal
#

what if you want desktop users to be able to draw too

#

thats 3 pens

#

also "just use a parent constraint" but it doesnt work on quest

#

also also the impact of 4 pens relative to anything else that ruins your performance rank

#

really cant compare

ruby isle
#

It can compare

ancient crystal
#

but again with a point based system

#

everything is weighted

#

and an average is computed, not maximum

ruby isle
#

Do some benchmarking

#

See the impacts

ancient crystal
#

you do some benchmarking and prove that it makes an equal difference

#

because it doesnt

ruby isle
#

Wants to change the performance system
Has no proof of what impacts what
Doesn't want to put in the effort to prove it
wut.png

ancient crystal
#

the point still stands that having a point-based approach not only lets people define their own "very poor", but also lets the impact of other things have a much larger scope

#

for example blocking people with 50 materials rather than people with 7-10

#

it would be similar to how file size blocking works

#

except the points come from ranking rather than file size

#

also its about thinking about actual performance

#

someone who has everything at Poor is Poor rank

#

someone who has only one thing that even reaches Poor

#

is also in the same category

#

you cant tell me that they have the same performance

#

it makes 0 sense

#

the average points for the 2nd avatar would be much lower than the other

#

it would also help with performance ranking of blend shapes

#

since blend shape performance is also based on the vertices of the mesh

#

so you can scale the points of each blend shape by the vertex count

#

with a more accurate point ranking than just saying "no more than 10 blend shapes"

buoyant holly
#

that would probably get complicated with the quest as like vrchat doesn't want any very poor avatars to exist on it so they probably wouldn't want people to be able to Auto enable avatars in the low very poor Point totals on quest

ancient crystal
#

there will probably just be a limit to how many points you can allow

#

same difference, but with a more accurate performance measurement

ruby isle
ancient crystal
#

someone who has all of their stats in the Poor ranking?

#

just look at the poor rank

ruby isle
#

Vs someone with a single poor setting?

ancient crystal
#

yes

ruby isle
#

Regardless, it's poor in something and should be treated as such

#

I see so many ignorant people who say their avatar isn't actually a bad very poor if their Poly count is the only thing in VP.

#

If you have a poor rating, you are contributing to a big loss of FPS regardless of what you have as poor

calm spade
#

Big loss, no, it's a lot more finer than that, but the system can't treat every single parameter that way. It's a conscious choice, and will be improved in the future

ruby isle
#

It's a bit of an exaggeration but it still contributes to FPS loss of some kind

late quiver
#

Thing is its not just that people use a lot of textures, uncompressed and such, its that they also use BIG textures, that eat a lot of VRAM

ancient crystal
#

unless it happens to use something that is immeasurable like unoptimized shaders

ruby isle
#

Also, one huge flaw with a points system is that you could have every other stat have little-to-no performance points and then jack up the draw calls to huge amounts and still be poor

buoyant holly
#

sounds like if you were to try that you would want to have draw calls be worth more points than like other stuff?

#

also would probably kind of be tricky to go okay like x amount of bones are equivalent to a draw called in performance cost to make it that granular

ruby isle
buoyant holly
#

and all of this point stuff seems like it would be a lot more confusing for new creators

ruby isle
#

I agree. It would be confusing for both new creators and players

buoyant holly
#

like how would you know what would be a good point total to do in your safety settings

ruby isle
#

I assume the points would contribute to an overall perf rank like we have now

#

But there's no way to balance it

buoyant holly
#

then again I probably wouldn't be good for the suggestion as I'm in Camp stop stuffing so much in one Avatar

ruby isle
#

Same here

#

I'm in Camp Good perf or bust

buoyant holly
#

personally medium rank would be fine but yeah nobody has any business being very poor

ruby isle
#

Medium is fine but me personally I will only settle with Good or better

ancient crystal
#

or you can set your own tier

#

plus could make it hide things that go over similar to particle limiter

#

and the sdk will calculate the points for each category and give overall ranking like normal

#

and it will probably show the weight of the category as Light or Heavy

#

to show which ones are most affecting performance

#

so you know if you have Poor particles and Poor materials, probably the materials will be Heavy from all the draw calls

#

so you know which one is more worth optimizing

#

the only real difference is going to be how the overall performance rank is computed

#

using points rather than a maximum

#

and it could be more complicated than an average, penalizing someone with all Poor as Very Poor

#

and someone who is Excellent with one Poor will be Medium or Good

#

depending on weight

#

this weight is also based on the points, not ranking, so having something that is way beyond Very Poor will still have a significant impact in the lowering of the overall rank

#

while a system like this still won’t be 100% accurate like when dealing with toggles for example

#

but it will make more sense than the current system in terms of performance judgment, and more accurately describe avatars with too much separately from avatars with one or two things going over that don’t necessarily impact the performance equally

#

plus it might also mean tighter limits can be set on things since now it is considering combined performance rather than worst category

pallid rain
#

I'm sorta new here and i'm thinking about making an avatar in the future. I have certain preferences (like physics on things that should be bouncy) can models with those kind of things be optimized?

#

because i've never seen a jiggly model be anything but poor

#

Also, i've never seen flowy skirts or dresses, is that just not possible or is that something only possible on PC models

#

i'm an quest user btw

tawdry drift
pallid rain
#

but understandable

heady smelt
#

flowy skirts and stuff are really hard to do whilst having something that actually looks good

crisp monolith
#

you have no idea how many bones are in a flowy skirt

rose sequoia
#

Skirts can also be done using cloth components. They can look really nice but are usually never going to be performant.
Also you cant use cloth on quest.

pallid rain
tropic valley
heady smelt
#

Skirt physics is my nightmare

heady smelt
#

i just weight everything to the legs

#

even if its like some huge dress

#

i like how it looks it has this specific aura of scuffed-ness that i love

median wharf
#

Anyone has retopology plugin recommandation for blender?

supple dirge
#

So when trying to decrease the VRAM usage of my avatar I've been decreasing the size of many of the textures but I also have "texture crunch" enabled. I heard it will uncompress the textures at runtime so does that mean lowering the quality is undone by having this checked?

buoyant holly
#

basically crunch compression only affects download size not how much vram a texture takes up like a 2K textures always going to take up the same amount of vram

supple dirge
#

Like going from 2048 to 1024

buoyant holly
supple dirge
languid quartz
buoyant holly
twilit fossil
#

Can someone tell me please why when i atlas my textures that it uses another texture that isnt even asigned to the model instead of the one i want..

agile plover
#

How do i fix this? Should I use CATS for it? Thanks in advance

glass ibex
agile plover
#

I assume I have to use the atlas feature?

dawn hull
# agile plover I assume I have to use the atlas feature?

https://youtu.be/PyRmBKBCq9k?t=815

Take a look at this tutorial

This tutorial shows you how to optimize your VRoid Model for VRChat using 𝗩𝗥𝗼𝗶𝗱 𝗦𝘁𝘂𝗱𝗶𝗼
and 𝗕𝗹𝗲𝗻𝗱𝗲𝗿. We aim to get medium or good performance ranking!

𝗕𝗹𝗲𝗻𝗱𝗲𝗿 𝟮.𝟴𝟯: https://download.blender.org/release/Blender2.83/
𝗖𝗔𝗧𝗦 𝗽𝗹𝘂𝗴𝗶𝗻: https://github.com/GiveMeAllYourCats/cats-blender-plugin
𝗠𝗮𝘁𝗲𝗿𝗶𝗮𝗹 𝗖𝗼𝗺𝗯𝗶𝗻𝗲𝗿 𝗮𝗱𝗱-𝗼𝗻: https://vrcat.club/threads/materia...

▶ Play video
agile plover
#

Thanks, will do

south crest
#

ive got a weird one. my model is 9.2k faces in blender. and when i upload in windows SDK< i get an excellent rating. when i go to publish in android it claims i have almost double that!

#

am i missing a setting?

#

oh, and in windows mode im also getting a 17886 polygon value. just noticed that

tawdry drift
#

triangle is poly

south crest
#

o

#

im blind. thank you

tawdry venture
#

Yeah, Unity uses triangles for rendering. Quads get triangulated.

past sable
#

hi, im having rly big problems cutting my model down to size

#

its at a strong 100k faces , and i just cannot find a way to re-topo it without spending like 20 years doing it manually

buoyant holly
#

have you been dissolving Edge loops

heady smelt
#

ok and

#

guys protip don't put something with 9 million poly into unity my screen just went black and everything DIED

#

killed my dog too

#

actually i think the file corrupted and that was why i died

#

is there a way i can force blender to commit suicide when i do something really stupid so i don't have to restart my pc for the 4th time this hour

stray tangle
heady smelt
#

its funny

#

that is the only reason i can give you

ruby isle
#

100% unfunny

heady smelt
#

rong

tawdry drift
#

don't feed into it lol

heady smelt
#

riley do you actually contribute to the server or do you just complain about me

#

whenever i bother to expand your messages its just complaints about me

ruby isle
#

Well with your about me bio being a first impression, I don't blame them

heady smelt
#

how do you even believe yourself in that being a genuine argument

#

youre the 684th now

ruby isle
#

The same way you believe its funny is a good reason to have 9 million polygons

heady smelt
#

stop whining lmao

#

it's honestly just confusing

ruby isle
#

Then why question it

heady smelt
#

because i only came to that realization just now

ruby isle
#

Yikes

glass ibex
past sable
buoyant holly
worldly hull
#

how to lower the size?

heady smelt
#

how did you get so high in the first place with something so small everywhere else

worldly hull
#

already fixed, never mind.

thin steeple
#

Trying to use CATS to merge my meshes but when I do, This happens... any ideas how to stop this from happening?

#

I need to merge the tail, ears and hair onto the body

#

CTRL+J on the meshes makes them loose their weights...

calm spade
#

Apply your transforms first with Ctrl + A

slender blade
#

im so close but this is what shows and idk how to fix

silent bone
#

I need help

#

with fixing this

calm spade
#

Disable other avatars in your hierarchy

onyx harness
heady smelt
heady smelt
autumn drift
#

Is there a way to have a bunch of physbones in my hair and the avatar be good, it says I need 4 to be good

#

I want 14

#

So

#

Ya

late quiver
tulip rose
# autumn drift Is there a way to have a bunch of physbones in my hair and the avatar be good, i...

Combine scripts together, unless you need different values or the bones would have to cross humanoid bones (ie, hair and tail), it's always best to combine them down.
Hair example: right click the head, new empty game object, name it, drag and drop all the hair into that empty, add a physbone script to that empty/pointing at that empty. Copy-paste values from one of the hair scripts. Remove redundant scripts.

thin steeple
late quiver
#

Yay!

#

Im glad you guys found a solution!

heady smelt
#

does anyone know how to remove physbone components on hidden models from the one model? i have an avatar with mutiple models in it for the toggles and it has too many physbones for quest, but it wont let me delete the physbones for it

thin steeple
daring summit
#

Texture atlasing

worldly hull
buoyant holly
#

In computer graphics, a texture atlas (also called a spritesheet or an image sprite in 2d game development) is an image containing multiple smaller images, usually packed together to reduce overall dimensions. An atlas can consist of uniformly-sized images or images of varying dimensions. A sub-image is drawn using custom texture coordinates to ...

heady smelt
#

Uh. is avatar quality in polygons means triangles? or polygons? because polygons can be n-gons

#

and i can have 8 triangles in an n-gon

sick timber
heady smelt
#

I see. Alright.

#

what's the texture resolution?

#

is 4k allowed?

#

looks like it's about filesize, so light crunch for 4k i think

#

good that means i can stich 10 materials i use down to 3

ruby isle
heady smelt
#

😩

sick timber
#

And in quest builds for avatars, you get 10mb to use

heady smelt
#

What about crunch compression?

#

it unpacks to vram all the same? @sick timber

heady smelt
#

🤔

sick timber
#

Crunch compression lowers storage

#

It’s still decompressed when needed

glass ibex
#

Uses the compressed texture, but file size stays the same. so low quality in same image size.

lone tiger
#

Crunch compression lowers the size of avatar asset only by a few kilobytes at most compared to using Normal quality compression while also reducing texture quality even further usually, so I don't recommend using it on avatars.

#

Also Crunch compression usually causes load-in freeze of the avatar if you use it on more higher-res textures.

mellow hare
#

is the highest polycount or tris 10k for optimized?

heady smelt
heady smelt
#

oh....nevermind. this is misery

heady smelt
#

actually...nevermind. some edgesliding and recutting started doing the trick

mellow hare
#

is the highest polycount or tris 10k for optimized?

heady smelt
#

that's for excellent rating

tawdry venture
heady smelt
#

Ew.

#

where are the lod levels?

oblique patio
#

@mellow hare it depends on your usecase. For a good PC avatar it's 70k. That's what most people see and aim for. Excellent rating is 32k on PC. Then there is the quest platform with 7.5k/10k. Fallback avatars have to be lower then 70k for the PC Version and Quest Fallback lower then 10k

sullen junco
#

Hey, on the topic of optimisation. I need to know how to properly atlas textures in blender without them breaking down, can anyone help

oblique patio
#

Or atlas manually, but it takes longer and is a pain https://m.youtube.com/watch?v=0cSesu_zkQQ

Oh! Crap! I missed a super important part! At the end, you have to delete the original "UVMap" under the Data tab (under UVMaps), and rename the "TextureAtlas" map to "UVMap." Jeez. I missed a really important point. I'm sorry!

Here's an image to explain this VERY IMPORTANT part: https://i.imgur.com/XlheYKl.png

VRChat Community Discord: https:...

▶ Play video
mellow hare
#

9.5**

#

so |I can make the pc 70k?

#

for it to be excellent

oblique patio
heady smelt
#

Ok so it is working but fuck is it taking forever.

mellow hare
#

How do I fix this?

#

and I dont have 15

calm spade
static mortar
#

is there a tutorial for taking a bunch of individual physbones and grouping them together so that it can be uploaded for quest?

stray tangle
#

@static mortar you need to create an extra bone and have all of the bone chains parented to it. especially useful for things like hair

#

that way you can just add a single physbone component to the root bone, and all of the hair will move

heady smelt
heady smelt
#

as for triangles....ech

#

down to 41,790

#

is that good enough, if i only have one material?

ruby isle
#

For PC that's not too bad. For Quest, it needs to be 20k or less

heady smelt
#

How the hell do i even do that on this avatar.

ruby isle
#

You can probably dissolve a lot of those edge loops

heady smelt
#

i can't

#

they carrying the panelwork

#

i already dissolved every loop which wasn't

ruby isle
#

That's just a texture though

heady smelt
#

Can you...scroll up a bit?

#

that's not a texture, that's a 90s texture atlas work

ruby isle
#

What does 90s texture atlas even mean?

heady smelt
#

That means using distinct texture blocks on a texture atlas and putting polygons around them

#

like total annihilation did

#

modern texture atlas means just baking uv islands together

ruby isle
#

Um texture atlases haven't changed ever

#

There is no modern vs. 90s atlasing

heady smelt
#

yes there is

#

the methods are in reverse to each other

ruby isle
#

So then why is there a single wiki page for texture atlas and not one for "90s" type

heady smelt
#

there is no wiki page for fucking tensorfield cityscape generation and yet it's here and working

#

wikis are written by laymen. for juicy stuff you have to dig for yourself in papers

ruby isle
#

There is a page for tensor fields

heady smelt
#

generalistic knowledge, no specific methodology

ruby isle
#

Okay, can you provide an example of the difference to a 90s atlas and a modern one?

heady smelt
#

Let me sum up again.
90s texture atlas - you build a texture atlas first and then uv map around it. carefully
modern texture atlas - you do uvs first and then let software stich the atlas for you automatically

#

these are diametrically opposite approaches

ruby isle
#

They're both the same atlas. The way you make it doesn't change the outcome

#

CATS auto generates an atlas for you. Is that modern or 90s?

heady smelt
#

This is not just about outcome its about methodology + outcome.

ruby isle
#

Then how does that even matter in the end

#

What difference will that make with your avatar

heady smelt
#

In one term i described both methodology and the result. you are the one who's having to think that he has to be right in the end. stop it. get some help.

ruby isle
#

YIkes

#

You know, blender automatically fills in dissolved faces

#

So regardless of your UV methodology, it won't affect it

heady smelt
#

just shows how little you understand. all these uv patches are separate polygon pieces, 4-8 polygons in strips or less

#

if i dissolve any of the carrying edges - it will autoglue loose edges and go ACROSS the atlas

ruby isle
#

Why would you make a UV like that. You're then creating so much more work for yourself

heady smelt
#

Because this way i have 3401 texel resolution on a single 2048x material

#

as opposed to having 10 1024x materials

#

it looks highres but uses poultry amount of vram

ruby isle
#

And then you spend 95% of your time trying to get around the limits you've imposed on yourself

#

Diminishing returns

heady smelt
#

Not me

#

Vrchat

ruby isle
#

VRChat doesn't force you to split UV polys

heady smelt
#

had vrchat had more civilized tools - like autolod, like secondlife has - we would've not had this discussion and i would've not spent 2 days making this atlassing

ruby isle
#

LOD isn't even going to help performance in most VRC cases

#

VRC is a CPU hog. GPU very rarely gets worked

#

Also SL and VRC have almost nothing in common

heady smelt
#

they are both metaverses. they both allow user content. tho secondlife is much better in that regard because its monitezation system actually works and works well. first release in 2003- it's still going.

ruby isle
#

Yeah because that's what everyone wants, monetization in their social games

heady smelt
#

Yes. Because social aspect means vanity aspect. meaning you can make money off of it

#

I know several people which make living off secondlife by making and selling clothing for various avatars. and people buy it just fine

ruby isle
#

Yeah don't worry about the social part of it, just consider it a business.

#

Why make meaningful friendships and social connections when you can pad your pockets!

heady smelt
void grove
#

how do I fix this

oblique patio
#

Hey @void grove Do you want to upload an avatar for quest? The sdk tells you to change your shaders to VRChat/Mobile/Toon Lit. You have to find all your materials in the "hierarchy" window and change the shader on the right side on the "inspector" window.

void grove
#

I figured it out I just cut out all the materials in blender

worldly sapphire
#

Any thing I can do to make my performance go from very poor to medium for quest?

worldly sapphire
tawdry drift
#

remove excess bones, atlas your textures

worldly sapphire
#

Which excess bones are you talking about, and how do I atlas my textures?

#

Here are my errors

#

Found a video on the texture one

tawdry drift
#

the physbones are whats making it very poor but you can just reexport from vroid because theres an option to atlas

#

any bone that doesn't have any weight is excess

worldly sapphire
#

So let me check on weight paint mode

tawdry drift
#

males don't need breast bones

worldly sapphire
#

Ok

#

Did that

worldly sapphire
tawdry drift
#

atlasing doesn't change

#

but you can use cats for the quick fix or reexport your vroid character from vroid

#

i can't see the full stats so im guessing its just the physbones making it poor/very poor

worldly sapphire
#

I know I can't delete the hair bones

worldly sapphire
#

It still says very poor

worldly sapphire
#

I fracked it up

#

It keeps fracking it up

#

It was at "The Power of 2", the lowest number, and 0.

#

No ones gonna help me

ruby isle
#

Dude how do you have 26 physbone components with short hair

worldly sapphire
#

IDK

ruby isle
#

Don't put a physbone component on every hair bone

heady smelt
#

Is it better to use shapekeys to control props/clothing toggles, rather than have a mesh for each one?
The Documentation simply states that shapekeys can be laggy and it's best to use different meshes to split those, but using several meshes is also bad. So since both are bad, and the SDK/documentation warns just the same for both methods, which is better to use?
Just make a mesh for each prop/clothing, or use shapekeys to control those?

stray tangle
#

or use Poiyomi's UDIM Discard feature

#

that way, they can all be on the same mesh, and you don't need to use shape keys

heady smelt
#

Shaders won't help with Quest compatability, so it's a pass on that. But are bones better than meshes/shapekeys, because the SDK complains when you get 100 of those too, and your avi ranking immedietly goes to VeryPoor

stray tangle
#

bones are the most performant options

#

the SDK has no way to check for shapekeys

#

which is a double edged sword

heady smelt
#

Therefore the best way to sneak things in, eh
Then know of any tutorial to do bone transformations? Because every time I've tried that, nothing works. I'm not certain how to set it up in ActionLayer+FX layer to make it work, and can't really find any good tutorial on it

ruby isle
heady smelt
#

Well that explains it. The documentation says "Action layer is for bone animations that will override all other layers, when you need to take over total control of the character."
But I guess it's not as worded, bone animations/bone transformations

ruby isle
heady smelt
#

Got it, thank you two for your help/

heady smelt
#

So, new question. Really torn about the worth of optimizing.
Most avis that can be purchased, most tutorials, just recommends creating meshes to add stuff like clothes, toggles. If I do optimize, to use one mesh and bone transformations to control toggles, others won't easily understand that avi because all the tutorials suggests doing it the unoptimized way (i.e. like purchasable avis).

So really, how badly can an avi with, say, two skinned meshes and 15 mesh renderes really lag others? Because that is maybe an average number of what most avis out there, with clothing and prop toggles have. Blender CATS plugin and the VRchat SDK warns that this is horribly unoptimized, but is it really that bad?

My Quest2, both standalone and linked (GTX 1080) can handle a typical Murder4 lobby, filled with verypoor avis with playable frames and lag. Even if I do optimize my avis, will that one splash in an ocean of other unoptimized avis even make a difference? ...Maybe there's an optimization chart, that shows how unoptimized avis impact others or?

oblique patio
#

I think it's totally up to you what avatar you're using. I don't think the devs are forcing you to use a green avatar? Most people optimize their personal model and don't sell it to other people.. nobody other then yourself needs to know how it works. I believe the average avatar has a lot more components then you're saying and is not optimized at all. It's not bad for us rtx 30xx guys, but it's definitally a problem for people that have a vr headset and own a pc that fits the min requirements. Steam has a very interesting survey about what hardware the average gamer is using a gtx 1060... I think content creators should keep that in mind. Idk if you show a lot of avatars on quest, or what is "playable" for you, but my frames are really bad with 10-20 very poor avatars....

languid quartz
# heady smelt So, new question. Really torn about the worth of optimizing. Most avis that can ...

For meshes, if you don't show all of them at a time and use them as toggles for different outfits it's not that bad for performance.

However, thinking of it as how badly can an avatar alone can cause performance issues is kind of asking the wrong question. Most avatars even the worst ones just all by themselves don't appear to affect performance all that much when you test them.

The real issue comes from when you have to share system resources with multiple different avatars, if everyone's avatar in a lobby has terrible optimization than you won't be playing a game you'll be watching a PowerPoint presentation, and just because your PC can run that just fine doesn't mean everyone else's can do the same.

leaden birch
#

I need help with quest optimization

worldly hull
#

Would it make a difference, if I use a 8bit png to save space? to get under the 10MB upload limitation?

#

I mean, my texture would bein 8bit only 844kb instead of the 2,1MB with 24bit

solid smelt
heady smelt
#

So is something like this considered optimized?
*1 body mesh, using a skinned mesh renderer. Default number of shapekeys for face. All props/items get a single bone at a hand, bone transformation used to hide/show. Later in Unity, Gesture Layer could move these to the other hand via anchorpoints to dual-wield.
*1 clothing mesh, using a skinned mesh renderer. Several outfits made as different meshes and shaped to body before being merged. This mesh using shapekeys to hide/reveal different outfits. 10~ shapekeys would be used.
*Total polygon count 50-100k.

How much higher could the figures be above, before this is no longer considered optimized?
The VRCDocumentation state that any mesh above 34k polygons using shapekeys should be made into its own mesh. But if I were to do that, I'd instead be making more and more meshes, which is also bad. I'd only have used bones if I could, but Unity doesn't support Blender's object contraints.

onyx harness
#

These outfits, are they all using 1 material?
Are the shapekeys being used to Hide or Show outfits? / How many would be >0 at any given time?

heady smelt
#

Yes. But both the body mesh and clothing mesh would have their own atlas material, for sake of different shaders. About 5 shapekeys would be on at any given time in the clothing mesh, and maybe the rest 5/10 would be at 0. Those 5 shapekeys on, would be maybe outfit1's shoes, dress, hat, so on.

onyx harness
# heady smelt Yes. But both the body mesh and clothing mesh would have their own atlas materia...

Sorry for the message delay
The materials sound good, a lot better than the usual in fact.
I would try to limit the use of blendshapes as much as possible. They do like to hog the fps as more are enabled. For clothing pieces such as a hat you could have it weighted to its own bone and scale said bone between 0.01 and 1 when toggled off and on respectively. To continue that pattern it gets a bit harder with things that are weighted to multiple bones but is equally possible. The last avatar that I worked on had ~40 toggles all that used bone scaling for clothing and accessories.
Here, the weighting for the shoes is moved to specific "Shoes" bones of which the toggle is using the method described above.

#

Else I would check over the Vram usage of the model. It's not checked by the sdk so it's not shown on the Performance Rating but if you're aiming for optimised then I'd take a peek at it. Thry's Vram Calculator is a great unity tool to get a breakdown on what's inflating the size of your model on people's machines.

heady smelt
onyx harness
# heady smelt Thank you for the post, and yes I would make bones instead for solid stuff like ...

In the example above the Shoes are weighted to the knee and ankle bones. Using a bit more complex example I can show this (image). It's an Armour piece which is weighted to 6 different bones and thus has 6 bones each parented to the necessary respective Armature bone. This is all set up in blender as 1 fbx the same way. I am targeting these bones with an animation and animating their scale values directly.

heady smelt
# onyx harness In the example above the Shoes are weighted to the knee and ankle bones. Using a...

Yes, I had this idea before. It seems to be the only way.
But wonder this, which is my question in rigging too:
If the armor piece was weight painted to the armature like any other outfit, but instead an extra bone is weight painted to all of the armor piece. For example, a control bone, attached to the spine.

The problem is that the control bone, will move when the spine does. Which will move the mesh. When only the armature should be able to move the mesh. In Blender, Object Constraints can be used to force this bone, to ignore the armature's movement/rotation except for scaling. Therefore, the armature retains full control of the mesh. The control bone is only used to scale it.

Object contraints doesn't work in Unity. So the control bone will move along the armature, which means the mesh will be all over the place. Do you know of any way to bypass this? Or is the method in the screenshot the only way, it seems to be.

onyx harness
#

No, I haven't found any way in Unity to tell a mesh to ignore the position/rotation of a bone. It'd be nice, would massively cut down on bone count but what I demonstrated above is the only method I've come across so far for bone scaling toggles.

heady smelt
#

Oh well, maybe in a future update for sake of optimization.
Thank you for answering all the questions, even the one in Rigging. Will edit it to mark it answered, and link here.

onyx harness
# heady smelt Oh well, maybe in a future update for sake of optimization. Thank you for answer...

I should bring it up, above shapekey or bone scale for toggling, there are shaders built with inventory toggling systems in mind and iirc are better than really anything else. I haven't personally used the shader before, which is why I didn't mention it sooner, so it's all hearsay and reading documentation but it has been spoken quite highly by those that are more knowledgeable than I.
I am just unsure if it'll have the same options that you require for your clothing material.
https://gitlab.com/s-ilent/SCSS/-/wikis/Manual/Inventory-System

heady smelt
onyx harness
#

ah, if it's for Quest then no, this shader wouldn't work.

heady smelt
#

Too bad. Quest hardware can run shaders just fine. Evidenced by legacy avis using legacy shaders still available out there. Maybe one day, VRchat would make a shader such as this but for Quest. I'd still take a look at it, see if it's worth setting up for a PC avi and using bones for the Quest. Altough, at some point, optimization might go to far due to the amount of work. Thank you/

buoyant holly
ruby isle
radiant shadow
#

nope

#

chest/head are for interaction from others/self , fingers collide with hair/other people physbones

normal nova
buoyant holly
#

very nice

calm spade
#

I didn't have much success with it sweat

radiant shadow
#

fbx size get tiny bit smaller if you seperate the mesh that has blendshapes too

normal nova
calm spade
#

That kind of stuff

normal nova
#

Well that's correct... it's supposed to fix normals in place using custom normals though

#

have you tried it recently? I made some updates a little while ago

calm spade
#

I don't recall using custom normals, but that was a year ago, have not tried since because those results scared me enough lulw

quartz geode
#

I have a basic question if I have a avatar with both a quest(medium performance) and pc version, when I use it will quest users see me as that avatar or my fall back avatar by default?

oblique patio
#

@quartz geode u need to upload for pc then switch to the android platform and use the same Blueprint ID

sharp galleon
mossy shore
#

hey, so im trying to atlas a texture with cats and i have material combiner installed, but every time i try to use it it says install pillow, so i hit the button, and it says to restart blender. i close blender, reopen it, and the cycle repeats. what am i doing wrong? i know theres something about running as admin but im on a mac

heady smelt
crisp monolith
#

Besides decimating polygons and sizing down textures, how else can I reduce avi size?
removing bones?

buoyant holly
#

bones aren't going to have a meaningful effect on your file size

heady smelt
# crisp monolith Besides decimating polygons and sizing down textures, how else can I reduce avi ...

Remove any large animations. Some can be mb in size.
Crunch compress the textures, unless this is what you meant by sizing.
Atlas texturing should also decrease the size.
Blendshapes/shapekeys also make the FBX larger, and removing those in Blender will decrease the size.
What you also can try, is the VRCQuestTools. It promises to lower the size to 10mb, but will likely do it via texture alteration.

normal nova
#

Good news for uh, both of the people using CATS Bake and height maps, height maps are now bakeable x3 (once I push these latest changes)

#

so you get real, stereoscopic surface detail on your model, but still just stuck into the one material

twilit fossil
#

I'm trying to atlas my textures but i get this error? any ideas?

heady smelt
#

how do I combine skinned meshes

tulip rose
# heady smelt how do I combine skinned meshes

Generally, the best way is through blender. Selecting two meshes and ctrl J to join them, (select the avatar base first so it doesn't mess with the origin point)
Using the cats plugin can also auto do that for you. If you want something to be toggleable or move on its own, usually recommended to just keep them unconvinced
Optional, while you're in blender it's recommended to atlas all your textures together as well.

quaint venture
thin steeple
#

Do empty blendshapes still count towards avatar size and performance?

For example: if you made the body of the model.. then made clothes off of it's geometry or what ever, and all of it's blendshapes got copied to the clothes but don't do anything (or at least shouldn't)

calm spade
#

Yes, blendshapes have an inherent cost, which is based on the amount of vertices that are on the mesh that those blendshapes are on

calm spade
thin steeple
carmine plank
#

Just wanted to show my compressed UV map, just that i can use low res textures for high detailed result

calm spade
#

That's why people are often told to separate their face and body mesh, because that way the shapekeys only affect a lot less vertices

rose sequoia
calm spade
#

Yes, values greater than 0

heady smelt
#

How do I fix my avatar when I do atlas because it doesn't send me to file folder

dawn hull
heady smelt
hasty sedge
#

So yeah. This happens when trying to use the atlas in cats. Everything is greyed out, except for the jacket, X, and tie, and even then the jacket and tie lost a lot of their color. Is there a way I can fix this?

hasty sedge
#

Alright I somewhat fixed the issue. Saw people saying to go into the file menu and do the whole Unpack all Into Files thing, and that worked for a second. But now whenever I do it, it just brings up this error saying that a shit ton of files failed to create. How can I fix this? It worked before, and now it just decided it doesn't want to.

stray tangle
#

do the files already exist?

hasty sedge
#

Hell if I know. How/Where would I check?

robust lintel
#

My avatar has a lot of bones on the tail. I want to have physbones on them, but then there would be too many. Can I skip half of them?

hazy tree
#

Any idea why my materials/colors got darkened? First New to the image map for less materials, but the first time I did it, it worked. Even the icons are dark, but the tail tip is fine

onyx harness
hazy tree
#

any recommendations?

onyx harness
#

Which platform are you building to?

hazy tree
#

PC to fix the version I already uploaded, but I was to try to put him in VR right after

onyx harness
#

Yeah so vr is both pc and android so that’s not the best term to use

hazy tree
#

sorry, Quest

onyx harness
#

Okay, well the shader a lot of people default to on pc is Poiyomi Toon. Though it you want it to look the same on pc and quest you could try and set it up using the VrChat/Mobile shaders

hazy tree
#

Will it look noticeably different on PC with Poiyomi compared to Quest, or mostly the same? Also, it looks like most people use it for things like shiny metal and rippling water. How do I just get the colors to look like Blender?? never used one and the tutorials I'm finding are over my idiot head.

hazy tree
#

also, stupid question but I gotta make sure - after I upload the avatar and everything's working, I can just go ahead and get rid of everything on my side? The avatar will be stored on their end?

tawdry drift
#

if you need to edit something in the future you should keep your files

hazy tree
#

Yeah I'll keep a backup, but I'm planning on getting rid of the programs at the very least. Give a good look over to my model, make sure I'm happy, then uninstall everything and hopefully never have to fix it lol

buoyant holly
hazy tree
#

Just in the default test home world, I actually can't tell any difference between the non-shader 20 material model and the Poiyomi single material updated one, so I guess the question is irrelevant now, thank you to all who answered though!

#

only thing left to do is figure out how to upload a VR version and fix the fluff on the shoulder from disconnecting when I move

wanton quartz
hasty sedge
wanton quartz
hasty sedge
#

Alright Ill try it. Where can I even find import settings? Im a little dumb I cant find anything

wanton quartz
#

ah when you click on the model in assets it'll be on the right under inspector

hearty coyote
#

What's up guys, I'm not sure whether this channel is the one appropriate for this question, but I've been trying to create excellent performance rank avatars and I have a couple questions about specific features I've seen on excellent performance rank models

hearty coyote
#

Alright, I've seen color wheels with hue and saturation in a quest model, taking a single slot material

ruby isle
#

The only way to do that is by using material swaps (which won't transition between colors smoothly) or by using emission maps or something and changing that color

hearty coyote
#

I'm guessing they used a diffuse and a emission map, but I've no idea how they set the parameters

ruby isle
#

The parameter is just a float.

#

And it transitions between colors as any wheel would. There's plenty of tutorials online for color wheels

hearty coyote
#

I couldn't find one tho

buoyant holly
# hearty coyote I couldn't find one tho

This video is pretty outdated. Please only use it if you're already familiar with Unity or making avatars with SDK3. I will eventually have a video out that is much more beginner friendly.

This video goes over how to make a color changing slider with the radial puppet menu in Avatar 3.0! This will also work for things other than changing color,...

▶ Play video
ruby isle
#

Hmm first link

#

Might wanna brush up on your googling skills as well 😉

hearty coyote
#

I suck at researching, I know that

#

Imma check those out, thank u guys

ruby isle
#

Google skills are the #1 most important skill to have if you use a computer

hearty coyote
#

that's why I'm here

radiant shadow
#

you can material swap using 1 animation then get similar effect (also aweful) , ive never used a blendtree for hue stuff (get the same effect with 1 animation 0 <> 100 on hue and float)

#

old avatar exsample

hearty coyote
#

yeah, but I saw it taking a single material slot, maybe adding a hue shift slide to the shader's code, I've no idea what the code lines would be tho

buoyant holly
#

Quest avatars are unable to use custom shaders

hearty coyote
#

alright, I don't think Imma get further in here, thank u guys

lone tiger
pseudo obsidian
#

Yeah, that's something that even I didn't realize going in. I'd imagine having all those packed in will get to file size eventually though, if you have a ton that use large assets.

dusty otter
#

when i use the decimation modifier on my model and then export using catts the export doesnt have any of the decimation what am i doing wrong on export

#

1 in blender and other in unity but its the same fbx i exported

onyx harness
#

apply the modifier

dusty otter
#

?? example

onyx harness
#

apply the decimate modifier before you export

dusty otter
#

i do not see a apply button

#

nvm i found it

#

how else can i go about reducing size of the avatar ? as just decimating doesnt lower me enough to 10mb

#

i went from 22mb to 17mb

slate crypt
#

Delete unused blendshapes

#

Decimate in general is a pretty bad idea if you want your avatar to look good afterwards, but it will work if you don’t care about topology

calm wave
ruby isle
#

There is no helping that

stray tangle
#

sounds like a very poor PC avatar