#avatar-quest
1 messages · Page 18 of 1
Would anyone have any advice on packing AO and metallic maps together? Mainly just what should go into what channel..
In the quest section because I’m using the quest standard lite shader
those are the channels you need
mildly surprised they did RGA instead of RGB -- that normally costs you more texture memory
but i'm not familiar with texture formats on Android
Alrighty, greatly appreciated!!! ^.^
Any idea where this shader is being used..??
There's more materials used on an avatar than just what you see on the base selection in unity. Depending on how big this avatar is, it might be easier to select "All materials" in the project area at the bottom left and just look for anything that is pink/purple and select it and change it to VRChat/mobile shaders, however i wouldn't personally recommend that until you've tried VRCQuestTools (and failed for some reason)
Ty tyyy! ❤️
np, hope it helps.
here's the link for VRCquest tools, it will handle most to all of the quest conversion process for you
https://github.com/kurotu/VRCQuestTools?tab=readme-ov-file
There's a link to add it to VCC a page down
can I lock a toggle to on or off so that the quest version only shows what I've locked it to?
ie: don't want to be shirtless when I'm wearing a mesh/fishnet top on PC
you use the same parameters list for both, but different animators, so yes, you can do whatever you want there, including simply ignoring a parameter
Any smart cookies here know a easy way to make an avi quest compatible? (fixing the size issues and stuff) i have uploaded a pc avi and i copied the blueprint id i just have to fix some size issues and stuff before it lets me upload it (i have only done pc avis and never quest and i am completely new to this lol)
it depends on the avatar
if it's really big you may need to delete some stuff
if it's quite small just sizing down the textures could be enough
and combining materials and meshes
i tried deleting stuff originally but the size was locked and would not decrease in size, i might try sizing down the textures and combining stuff but i have never done it so i may need some help with it lol
(i also looked on reddit too for this exact issue lol)
textures click on unity and you'll see texture max size in the inspector or something like that
lower it down
combning meshes, select them in blender Ctrl + J
combining materials, there is a blender add on for it
https://github.com/Grim-es/material-combiner-addon
thx, i will try all that
you will also need to keep your toggles in mind if you have any
Alrighty
is there a hard limit on how many skinned meshes you can have on an avatar for quest? I know it affects performance rank, but i dont care about that as long as I can upload
Cause so far I've gotten away with using more than 2 even though that seems to be the limit most people refer to
limits are listed here: https://creators.vrchat.com/avatars/avatar-performance-ranking-system#mobile-limits
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is.
so there doesn't seem to be a hard limit on skinned mesh renderers.
quest optimization makes my head hurt
yes 🙂
for real it does for me too
Quest is a double edged sword. On one hand I'm happy vr is more accessible, but on the other, I hate how weak the quests are
you know how to size down textures? lol
i cannot figure out how and i have unity open in front of me
click the texture, in the inspector there will be texture size you can pick which one you want
if i were to guess, in here right?
unsync (or remove) some parameters from your list this'll make the toggles you unsync not work visually for people who load your avatar late or join the world after you though, you can only have up to 256 iirc 
now if i am smart it's an issue preventing me to upload it right? (the agony i'm feeling lol)
bwaaa qwq
and to add to my agony it says i have 334/256 synced bits but only 69 are in my list so where tf did the other 200 go lol
vrcfury-added packages?
i do not have vrcfury or anything like that loaded lol
i uploaded the pc version of this avi and now i am getting it to quest because they are both compat but for the quest side of things i am using no packages or anything (it's in a completely new project and is seperate)
ah it was a guess
i love quest hehe
i give up trying to convert it (for now) time to take a break and play vrchat lmfao
i have a station is the armature link breaking the seat and making it not work?
this is for quest btw
The seat needs to be toggled on by default
Then given a buffer animation for atleast a couple frames before being disabled
After that it can be toggled on and off however you want
can u make me a prefab for that rq?
/make one
Thats not something you can make a prefab with
This is animation related
Just have the object the stations is on enabled by default when you upload
Then have a buffer animation aka an empty state that is the default state
That has a transition to the actual on an off toggle with exit time enabled
u can technically considering you can export stuff like keyframes and anims u just have to make it a unity package
Not going to do that especially when idk your hierarchy
And?
its a drag and drop prefab
That has a whole prefab set up to work with any avatar since its all on the root
fair
Im not going to make a prefab just because you arent going to take what I explained how to do it and actually try to do it
alr
Im curious if quest having access to parent constraints means they also have access to aim constraints does anyone know?
quest has "access" to all constraints
wich doesn't mean you can use unity constraints
VRChat created their own constraints that you can use instead, which are more performant (so you should use them on PC) and also work on quest
?
who said it's unoptimized?
just implince is all
oh idk where you got that from
usually when someone says something along those lines i just take it as its more unoptimized too
all constraints generally are the same for performance, especially because VRCConstraints are much more performant than Unity constraints
something along what lines?
either way thanks for the help!
i'm just confused what i said wrong to give you that idea 😭
what i was trying to say is that constraints are a default unity thing. They weren't very optimized so they weren't allowed on quest. VRChat created their own version of unity constraints that are way more optimized and now they are allowed on quest
so what i said was Unity constraints are unoptimized, VRCConstraints are performant
I wasn't talking about the different types of constraints (parent, aim, rotation, etc)
My avatar is showing up as an error for some Quest users and I think it's because it's over the uncompressed limit but under the compressed limit?
I can't tell because all avatar Evaluators like Thry's Evaluator only show the pre non-destructive optimizer versions of the avatar which is obviously way over 40 mb.
What should I do?
pretty much all the blendshapes are deleted once it's uploaded
VRAM usage has nothing to do with the uncompressed/compressed file size
I don't recall how to check the uncompressed size
i think the Build Report that gets written to the editor log includes that
okay okay that's great to know thank you
how do I access the Build Report?
lucky I caught you so quickly, just came back from the nintendo switch 2 direct lol
I usually just open the editor log and read it there
I'm pretty sure there are tools to view it in the editor, though...
what's the editor log
I swear I've looked everywhere
you want the "Editor" log type
%LOCALAPPDATA%\Unity\Editor\Editor.log
if you paste that into the "Run" dialog, it'll open the log
or complain that it doesn't know how to open a .log file, maybe
I'd suggest restarting the editor so that you get a new log file
rather than digging through 250,000 lines of random garbage
you can ctrl-f for "Build report" after building the avatar
Note that the upload should fail completely if your uncompressed size is too big (or you should at least see a "security checks failed" error when you look at the avatar on the website)
you might not see it in-game since you're on PC
Alright, thank you
And yeah my PC avatar, at the very least, is 12.33 mb compressed and 33.56 mb uncompressed, so I'd imagine I'm probably not going over the 40 mb limit for questies.
My problem comes mostly in the form of Quest users often complaining that my avatar loaded into an error. It sometimes loads fine upon trying again and sometimes it seems to just work the first time. But the fact that my avatar quite often appears as an error for quest users is really weird to me. I can't think of anything that could be the issue.
Is this something you recognize? Simple Yes or No answer works just fine.
Nope. I've had intermittent problems with people erroring out when loading my PC avatar, but that's very infrequent
As long as some people can load your quest avatar, the download/uncompressed sizes are okay
Doesn't hurt to try- what was your issue? Was it the size?
No idea!
I'm guessing it's more of a "them problem"
i.e. out of disk space
that was the issue at least once
That sounds reasonable. I'll continue looking into it if too many people complain about the error then. Thank you for bothering answering all my questions lmao, I appreciate it a lot.
no prob :p
Ok I’m new here I don’t know if this is the right place but I need help from someone to put gogo loco onto one of my avatars
does icon size affect anything?
it only effects miniscule amount of vram and assetbundle size
the vrcfury prefab makes it really easy
i have zero clue what im doing
im trying to upload a werewolf made by chaotic_jay and add gogo loco to it. sadly i dont even know where to start or what i would dowload to make sure it works right
i got VCC and unity tho lol
there should be upload instructions that came with the model (there generally is if the upload process is any different the normal) if there isnt anything then just install VRCFury>drag the vrcfury gogo add-on onto your models hierarchy>upload
change your shaders
MatCap lit, standard lite or toon lit
remember about particles too
additive or multiply
https://youtu.be/pZ5W6PIrdRk?si=sfzEqAr59_vvJqHQ Follow this tutorial
In This Video, I Explain How To Install GoGo Loco in 3 simple steps! With The Power Of VRCFury!
GoGo Loco: https://franadavrc.gumroad.com/l/gogoloco
VRCFury: https://github.com/VRCFury/VRCFury
Model Used: https://gigasuke-shokai.booth.pm/items/2365403
Join My Discord...
It’s really simple
for some reason a quest avi im working on wont allow the body mat to stick so the body is bright pink, is there any way i can fix this? its like everytime i put the body mat on it just removes it on its own
how are you putting it on?
dragging the material onto the body,
but it doesnt even give me apreview of what it would like like if the material was added it just stays pink the entire time
try dragging it into the slot in the Mesh Renderer component - sometimes it's hard to get the right object when doing it onto the model itself
i tried different materials and making a new mat too with the same texture and it just wont stick
okay,
another weird thing is if im not in play mode with gesture manager is it works just fine,
that suggests you have an animation which is doing a material swap
ohhh, so if i get rid of the animation could it fix the problem?
if it's actually swapping to a broken material, then yep
so i got rid of the toggle itself as well as the parameter, but its still not working
when i drag the mesh to the side and place it somewhere then add the mat it works... could it still be a toggle or parameter thing?>
if the material is changing when you go into play mode then almost certainly there's an animation causing that
If I wanna animate turning the emission on and off with standard lite, how would I go about doing that?
Animating Material._Emission Color doesn't seem to work
I figured out why this is. If the default value is RGBA(0, 0, 0, 255), then it wont work, but when in play mode and the toggle was active and editing the material to some other value worked. I then had the idea to try RGBA(2, 2, 2, 255) as the default value and everything worked just fine, so I'm guessing some shader specific code
is there any component that will work on quest to make an avatar glow like this in worlds?
i saw some other quest compatible avatars that have this
best you've got is emission, which wouldn't cause that effect on world surfaces
Hey guys does anyone know if there is a good deku avatar for sale for quest????
I made a post and already looked
Well that's the right method.
FYI I'm not going to answer you in DM
Ok
this is done using lights, which are not officially supported on quest. It's possible to get them on quest using a workaround, which is how you've seen them, but it's VERY laggy for both PC and Quest users in most cases, so it's best not to add this unless you are only using the feature for friends/people who have all said it's okay
otherwise you will just be a laggy nuisance for most people
Does anyone know where I could find an avi with a dress similar to this?
I´m having an issue with a few avatars for quest users where they won´t see some physbones move even when the physbones are on.
I have a bunch of different versions of my main avatars and each version doesn´t seem to have chest physbones working for quest users.
I tested it in Unity and everything looks fine, and when friends enable to see physbone visuals in game they see that there´s suppose to be physbones but they´re not moving
maybe you have too many phsybone components and they got deleted on upload?
I thought so too but it´s not a crazy amount, and on my newest version of my avatar there´s quite a few physbone components but it still only disables the chest?
Well what is the amount? How many components and how many transforms?
so... when is "Alpha Blended" gonna work..?
[Vrchat->Mobile->Particles->AlphaBlended] :((
for worlds
for avatars use multiply or additive
alpha blended is a world only shader
Got any good femboy avatars
I mean that is the right place to ask such questions
Ohh mb sorry
I hate quest avatars, IVE COMPRESSED EVERY IMAGE ON THE AVATAR to 124 and its not enough “the avatar is over 50” AH
well, how many textures do you have? if it's a lot, I'm not surprised
I had a friend make an avatar with 120,000 tri’s and I think 8 256 quality texture and it’s still not compatible
I think it’s a new vrchat update that broke it
So u think vrchat sdk for side quest is broken?
If so I believe it 100% cuz my avatar textures are so low it makes no sense at all
Even thry says my mom texture is low
On the thry thingy It says 40 but on the sdk it says 53 so idk 😭
Yes
that seems pretty unlikely
Ah :(
life would be simple if the sdk it self tells me WHATS the biggest texture there is on a avatar but nooo
I feel like the thry tool isn’t showing me everything
I don’t really have a lot of things on the avatar
well don't forget that texture size is just the first thing that's easy to fix, it may be a mesh that's taking up too much space
And I made sure to delete a lot of unnecessary textures and it’s still not enough
The mesh part I’ve already fixed that, it’s just the texture is too much
It’s alright honestly I gave up on that avatar 💔
Is there any way to keep more than 8 physbones on a quest avi? I just want my skirt to flare the same way it can on PC
you can't get around the hard limits
Is there a way to see what an avatar looks like on quest while using pc? I don't have a question so I don't know what people can and can't see
Visually yes, but logically no (parameters, because Quest and PC are often desynced unless the creator thought about it) it is a different story and then your only real option is either a friend on Quest/Android phone or you on an alt account on a Quest/Android phone with you on your main account.
For just seeing how an avatar looks on Quest you can just upload the same Quest version to PC.
But it should just look the same as it looks like in the Unity editor.
oh ok i think i just forgot to upload the versions together then
hey you seem like you know what you're doing, do people generally dm other people for problems like this? bro joined discord february of this year, copy pasted your comment with the (edited) included, and then unfriended me / blocked me after i asked for their vrchat account
haha wow. Lots of scammers around here though, that sounds like one
they really wanted a reference pic of my avatar
Almost 100% a scammer bot.
No reason to keep DMs open for most servers imo
If you need help, then you ask in the public channels.
interesting, i'm just curious what the scam was if they didn't want to join me in a vrchat world or help me further
if they wanted my avatar it's publically clonable anyways lol
They're asking for a reference of the character you'd want for a commission. They phrase it weird, and it also doesn't matter if you want one or not, they're just trying to get you to think they're an avatar creator so you pay them money to make you an avi and then dip
create for you? no, you'll get scammers here, go to VRC Traders #1204490664637890580
but if you need any help with optimization and stuff, feel free to ask specific questions
Oh thx
Go to #1204490664637890580
And join vrc traders
i said that already :)
Okay👌
Help please help me 🥲
Trying to make a custom milltina upload to Android, but every time, it fails at uncompressed size being too large. Check the world debugger and it says the Milltina base meshes are taking like 42MB even though the file size on disk is 15MB and I ensured that legacy blendshapes IS turned on and normals are set to import instead of calculate. Any reason why this may be? Milltina is also relatively low poly
Even high mesh compression doesn't help
Turns out it was blendshapes. Removing excess ones made it work fine
blendshapes do take up a lot of space
That's why I use vrcfurys blendshape optimizer
Works wonders
HUH
Yeah that message is a bit misleading, the real list is here:
https://creators.vrchat.com/platforms/android/quest-content-limitations/#shaders
This page will describe various limits in place for the Oculus Quest version of VRChat. These limitations are in place in the interest of performance, user safety, and discouraging malicious behavior.
reee, just when i thought i'd be able to easily make my particles quest compatible 😭
additive or multiply
Hello, an avatar that I bought is 0.08Mb above the limit of 10Mb for a quest avatar. I have the Windows version uploaded already, but the avatar for the quest version can't be uploaded yet due to this. Is there anything I can do to reduce the size without doing anything that will damage the avatar?
lower the texture size maybe?
in Unity
select texture, in the inspector locate the texture size, pick something lower than what it is currently
In this video you will learn how to setup the textures for Quest so they take less space and how to analyse your avatar Quest build if you want to.
0:00 Intro
0:43 Setting the Android override for the texture settings
2:55 Opening the Asset Bundle website and finding our Quest builds of the avatar
Part 1 of this video:
https://www.youtube.com...
In this video you will learn how to optimise your avatar for Quest (but also for PC) using Unity and Blender.
0:00 Intro
0:17 Analysing the avatar using Asset Bundle Stat website
2:37 Dissolving edges loops
5:30 Decimating topology
5:58 Export settings and analysing the avatar with Asset Bundle Stat again
8:33 Analysing only the mesh with no te...
You can send people my videos btw lol
i don't have them copied on my clipboard

and if they struggle with written instructions, feel free to send the videos yourself
Yeah but I am not here as much as you are
MonoSH is a directional lighting method that Bakery lightmapper, a paid package, uses. It's something used for worlds when lightmapping
how to add physbones to a tengen avatar? im remodeling one, and i cant figure out how to put physbgones on the jewelry or hair?
if it has bones for those parts, put the physbone on those bones. if not, you'll need to rig it
dang i dont know how to rig
I'm not sure of its my quest or the avatar but in unity the ears blend woth the gesture smoothly but in game it snaps to the position. On the one another person made for me the ears blend when a gesture is made
that's probably an issue with your face normals, you'd want to reset those in blender
i added the pc bones and deleted the quest ones to my model, but it doesnt move with the bones i added, only from where the quest ones were
my statement still stands though, but I'll add that if you added bones and didn't weight paint, that seems like the problem
hm??
what part of that is unclear?
everything
like, the body moves fine, but things like the chain, and jewels dont move even though i added automatic weights and joing the thingies
I'm not really sure what it is you did, so I don't know how to help further.
i deleted quest bones and added pc bones
I'm really not sure what that means, what is a quest bone vs. a pc bone?
in blender
pc bones have more bones, like jewelry bones so they move, and quest bones only have the things like the arms and legs,
less bones
Okay I get what you're trying to do now. not sure I'd actually swap out bones though.
yeah
just merge weights from the additional bones you don't need on quest
into other bones
like a bracelet bone may be merged to an arm bone
yeah
no need to redo the whole skeleton
they look fine in blender
weird, most of the time stuff looks like that it looks wonky in blender too. do you have a weird normal map?
There are no maps applied to the shader in the unity screenshot
maybe that's some vertex colors that are on the model for some reason
yeah that was my next guess
yeah so definitely remove those vertex colors and glad to be of help
that's weird, never seen that, but vertex colors can be pretty useful
just removed col and its fixed
excellent
weirdly placed vertex colors showing up on the standard light Shader is a pretty common problem
Can someone help me upload an avatar ?
I think you'd have to pay money
And I also don't think many people take commissions
You should probably ask in #avatar-help then
there are many many tutorial videos for this, such as this one: https://www.youtube.com/watch?v=bSwMz4WcajQ
Welcome to the third edition of my basic avatar setup tutorial! This video focuses on how to use the VRChat Creator Companion to set up your project, import your avatar files, and set up eye look and lip sync! I hope it helps you out!
Join my Discord! 💬🛠️
https://discord.gg/sippbox
Buy me a coffee! ☕💝
https://ko-fi.com/sippbox
Un...
Works for quest too?
yes, though once you understand this you may want to find a video specific to quests, there are a few things you'd have to do
This guide will show you how to install the VRChat Creator Companion (VCC) and how to use it for the first time. Here's what you'll need:
Can you help me on dm or you're busy?
I don't do that for free, and you really need to start with these tutorials anyway.
Ooooh okok sorry
feel free to ask specific questions here, but it's unlikely someone is going to hold your hand and walk you through a tutorial
i know this is probably obvious. But is there any way that it is possible to add something similar to a collider (etc. mesh colliders, sphere and box colliders) on quest? I want to make a building type for both platforms that uses this
like physbone colliders? You can have them, but there's a limit of how many
not physbones, more like, where a whole avatar cannot pass through something
similar to how worlds have walls, and environment that you cant pass through normally, but on quest
and on an avatar
I'm pretty sure that doesn't really work, quest or not
Colliders on avatars do not interact the same as colliders in worlds, colliders on avatars do not collide with other people, so you can't put up a wall and stop people from walking through it, the abuse potential is just too great to allow it.
thats fair
Colliders on your own avatar don't even really collide with your avatar as far as I understand, avatar flying and such is glitch.
What’s the best way to make a metallic-looking avatar for Quest?
Use matcap lit and put a metallic matcap in the second slot
Or you can use standard lite and turn metallic and smoothness all the way up on the material
anybody have a avatar of tobi otogiri from kara no kioku
hes the goat
either that or hitosume
thanks
id be forever gratefull if somebody made a tobi otogiri avatar
which one generally looks better? matcap or standard? is there an image you have ready comparing the two side by side?
If you want it to reflect the world, standard lite is good. I can show you if you want! (With some in-game photos)
Matcap lit is just good for matcaps but standard lite has more of a general reflection
The downside is you can only really do solid colors on it
If you want a cohesive metal look that is
if it’s not too inconvenient, please do
No problem! I’m mainly quest, so I can just open the meta app
I’ve used both before so I def have photos
i am also mainly quest ! i understand
So this one for example, I used mainly standard lite. On the metals, blood bag and also the outfit— different levels of metallic and smoothness
And since it reflects the world (this was during halloween) you can see green on me. It’s cool for sure 
It can be inconvenient at times if you want a certain color though, so metals I’ve wanted to be grey have looked blue due to the sky in some worlds 
These two both use matcap lit with a matcap slapped over it
Ive used matcaps to make my reflections look cartoony and consistent
For the first one it’s gold and the second its a gem design, so you can see more of a cohesiveness for their aestjetics
Yesss
If you want a realistic metallic look, standard lite— but more cartoony and perhaps easier to design with, matcap lit
Just curious if I can cel shade ambient occlusion
very beautiful avatars!
i can see the benefits of using either one, i’ll take it into consideration
thank you! 😊
i plan to have a toggle to swap between the metals being silver and gold, do you think either of those will get overpowered by world lighting if i use standard?
Both probably
Uhh maybe! I use standard lite and have a metal swap
Its on one of my commercial works and looks decent
Trying to make a 5 year old avatar quest compatible. It looks fine in unity. But in VRChat all the clothing materials are pink. The body is fine. We've tried many different things. Different mobile shaders.
The weird thing is importing a new asset shows up fine. It is just the original clothing ones that don't work.
Anyone have an idea on how to fix?
it may be an issue with animations
if you have any animations that have material swaps, they could swap to PC shaders
So what’s this channel for
This channel is for the discussion of developing avatars for Quest.
you know, as the topic says.
That wasn't it.
So if anyone ever wonders: I was told for some reason this avatar had 5 separate material files. So only one was getting changed and you had to dig thru 4 more or something.
As a quest player/creator I am SO excited for this new shader!!!
what new shader?
see in #announcements for the dev update
it is
Ahhh I'm so happy!
If a avatar says for pc only can people still see it that are using quest
no.
it’s… pc… only…
if they have a quest-compatible fallback/imposter
all they will see is the fallback/imposter
but if there is none, then no, you will just be a robot
Is their a way to make it quest comptible
changing shaders to vrchat>mobile
reducing texture sizes and deleting unnecessary meshes to reduce file size
remove anything that is incompatible with quest
look at the vrchat documentation “performance ranks” for more guidance of what needs to removed
Alr thx
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is.
i couldn’t get it at the time
Thz
Is there a way to make a material not render at all on quest?
could you explain a little bit more?
do you mean not render as in make it completely transparent?
Yes
Ideally for performance it would just be completely discarded.
Not setting a material just renders magenta tho.
And neither transparent nor cutout materials work on quest.
not with the available shaders
If you want the thing to not show just hide it with a shape key
Or if you don't want it to exist at all, just delete it
What exactly are you asking here?
If you just want something transparent but ghostly, maybe the particle multiply or particle addition shaders? I think those can be used in avatars, right?
In this particular instance, I don't want to manage a separate model for quest
It has blush that's transparent and looks awful without transparency.
I'd be fine with it just not showing up at all on quest, by just setting the material to something that wouldn't show up.
I get not wanting to manage a separate version for quest but somehow I feel this model would have a lot of materials, yeah?
Those aren't very performant is all
That said, there are two ways of doing this without managing a separate model
1: change the texture so it has a blush with the skin colour as a background; have the shader be the same as the body
2: change the blush so instead of a transparent background it has a white background; change the shader to particle multiply
If you make the texture completely white and change the shader to particle multiply, it will be completely transparent as well, but that'd be the same amount of work just to avoid having a blush that works well
Option 1 is if you want to reduce the amount of material slots; you clearly don't care for that, otherwise you'd go on blender and reduce them
Option 2 looks better and is compatible with what you want
....man i wish we had more blend modes than addition and multiply
the particle shaders are the closest thing we’ve got to “not showing up” in game
You can't have it not render at all, but your second best options are to disable the mesh renderer or use the additive shader with a transparent texture, although if this is for performance reasons then this is not going to be the best option
If this is permanent it's much better to have a separate quest version
does anyone know how to fix the issue of the quest avi not moving when I move on pc?
it gets trapped in one location
on spawn
which makes it seem like im invisible/cant hear me
ive legit removed everything from the quest avi
avatars dont have control over stuff like that
wdym
why can no one on quest see or hear me then
🤷♂️
why does this keep happening?
it's probably too big
its the same for windows too lol
if it fails on one platform, it fails for all platforms
Make sure SDK is up to date and post the avis stats, one stat might be unreasonably large.
good avatar creators on vrchat for avatar in rpimistic avatar world
what
okay i’m not the only one who didn’t understand that
nope
this only happens when they have block poorly optimised avatars on
my friends dont experience it cause my avi is on
this bug is so weird bro surely someone has ran into it 😭
something to do with strange quest imposter generation
there are no issues with being frozen in place if they either have my avi on or I dont generate imposters
Thank you, just saw this, I’ll work on it tomorrow
ill gift vrc+ to whoever helps me fix this
xDd
hey all, I posted a question under "avatar-help", but maybe it might be better suited to be here, anyone feeling helpful please do check it out: #avatar-help message
does it have any uneeded vertex colours on it at all?
Does anyone know if the upcoming shader for quest will support vertex paint from blender ?
that is such a good question ^^^
i would recommend that you ask that next time there is qna
yeah i will 100%
the current ones kinda work but they make it have a white blur on top.
I don't know for sure but most likely given all the rest of them do
yeah but the current ones multiply base color with the vertex so its somewhat unusable. Hopeing the new one won't
there are unity plugins that get rid of it,
it’s also very easy to remove in blender
i mean in blender everything is perfect, even my own shader in unity sees the colors correct
So I don't know if this is something VRChat, VRCQuestTools (kuroto), Modular Avatar or VRCFury changed
But I don't recall this being an issue until recently
https://github.com/kurotu/VRCQuestTools/issues/70
Plus VRCFury mentioning non-Mobile shaders when trying to convert an avatar non-Destructively to Quest
I've been trying to use VRCQuestTools to help convert avatars from PC to Mobile and as of late it errors much more than it used to and I don't know what I can do aside from manually converting all the materials :/
Does anyone know where I could get an avatar that looks like an armored warrior with a guitar?
Like the painkiller
look for an existing post in #1138520828556890214 or make your own
and specify that you're looking for a quest comaptible one
Thanks
So- for quest, you can do transparent materials, even though it shouldn't be compatible, you can do so with things like glasses by making the glass lenses see through. VRchat > partials > multiply. That is how I do so for quest compatible glasses.
I believe they just patched that a few minutes ago so it no longer works
yep, we should expect a lot of complaints in here soon
yea most particals for avatars are fucked up
they patched bypasses
yea people who use bloodborn cant alpha blend particals anymore
shi kinda sucks fr kinda just took the fun out of particals 😭🙏🙏
particles arent the issue here
im mean to some of us it kinda is because we no longer can practally add details into are particals so its took the fun out of particals
skill issue I guess if you cant figure out how to do things without having to break tos
we know chat 😭
im trying to find a way around rn
shouldve done it in the first place
i mean i was allright normally before this shi update 😭🙏🙏🙏
be glad your dumbass didnt get permanently banned for using modified sdks
true but its kinda shi now either way
both modded and normal sdk are both kinda shi for particals because you cant add good details to quest now
they'll either fix it, or stay broke
knowing vrchat they will be lazy and keep it broken
prolly
the sheer fact you had these bypasses was the broken part
all vrchat did was patch them out
I didn't bypass nun
i DON'T ave an issue, my avis are fine
then no issue
skill issue
not for me anyway
well then a skill issue for ALOT of avatar creators 😭🙏🙏
yes
definite skill issues
wilding
vrchat just fucked up so much avatars 😭🙏
maybe those avatars shouldn't have used bypassed shaders to begin with :)
which again would be a genuine skill issue if you need to modify the sdk just to make it "look good"
I'm so happy now actually
erhm actually
yea but they made avatars better with particals so its kinda vrchats loss with cool avatars
its not exclusively particles that got fixed
ehh
"cool" avatars are not worth the lag 🤷🏻♂️
Huh
get better internet tbh
quest particals details didnt lag people-
That has nothing to do with internet speed lol
its not exclusively particles
never had a issue with it
the ENTIRE bypass got patched
yea but im talking about the particals nothing els-
😐
skill issue
quest could handle why yall had to get rid of it 😔😔
I'm sure you have empirical data to support this claim too? 🙂
not true
got data backing you up?
The only way quest could not handle it is if there headset is bad
Also depends on the person who made it
They do the most partials for no reason
Also depends on how much people are around you how much avatars you have on too
"there headset is bad"
you, mean, normal? like a normal headset?
bro ive been a quest user all of the time ive been on vrchat so abput 3-4 years and i dont use pc vr either and when i make my avatars i used the alpha blended particals all the time and people around me use alpha blended particals and i and my friends who use the same alpha blended particals have never crashed or lagg even in a fully public lobby
normal quest 2 user can handle them
i use a quest 2 and i have never lagged
I lag all the time because of avatars like that
get better shit then lol
the main issue of this argument is the fact you are entirely ignoring the fact the patch wasnt specifically for particles
my quest 2 is about 3-4 years and ive never lagged
earn it
I regret joining this conversation.
and we're back to the start of the conversation 🙂
🙃
😐
even a brick wall is easier to explain shit to
tbh just let the people continue to bitch and cry when the shit they pull has consequences
😂 true
jokes on you, i follow tos
i'm just trollin
xDDD
I just think that they could of just kept alpha blended particals bc there was no problem with them
Ive just been ignoring your dipshittery
if there was no problems then you wouldve had it to begin with now wouldnt ya?
meh
The thing is there was no problem it wasn’t lagging anyone
whos better off setting limits? the devs behind the game or some random person playing the game having his own whatever experience
the limits never have been a "you know what fuck these guys specifically remove their specific shader"
It’s particals being able to be alpha blended for quest- something that the sdk only allows for pc players
ha love this
I just think that it’s dumb because quest can handle alpha blended particals
Fr
your experience isnt the entire platform's experience
True but I’m saying this as from my perspective and opinion I’m just saying from private and public lobby’s no alpha blended partical has crashed someone
if it didnt crash anyone or cause issues then you would be allowed to use it
lag can be unpleasant, weither it crashes you or not.
Yea but there Normally is no lag at all
again if it didnt cause issues then you would be allowed to use it
Whatever man my point ain’t getting to y’all since y’all keep “lagging” that makes quest particals look better vrchat is just practically making its game dead at this point 😔😭🙏🙏
Your complaining about particles lagging people and they get rid of them you still see people making crashers
Taking the fun out for quest players 😭 🙏 🙏 🙏
it'll be added back eventually once the actual headset companies make their headsets beefier
vrchat seemingly aims to do mass support rather then just being runable/playable for certain versions of headsets so just wait a few years and you'll be back to having all your unnecessary particle shenanigans
Bruv I had been hit by crashers that absolutely destroy headsets, blinds you cus it’s so damn bright, insta crash ect
I used to be the crash tester of crashers for multiple people all I gotta say is gawd damn all that shit hurts the eyes
kinda amazing such a little thing like this is going to make all quest players no longer want to play.
Wait guys I’m confused, did they get rid of all particle shaders for quest??? I use the quest multiply and additive on a lot of my avatars and I’m scared they’re going to look awful now
no, they fixed a bypass, you should be fine (i think)
just double checked, additive and multiply still work
Thank god
phew
Hey! I've made a custom avatar using VRoid Studio and want to use it in VRChat for Quest and need help with figuring out Unity (never used it before) and optimizing the avatar so that I can use it on my Quest. Would anyine be ble to help me out?
#avatar-help message
this could help
Additive and multiply are the only allowed particle shaders
thankfully 😭💦
just a quick question anyone know why a material would delete itself when put through the sdk?
what does "put through the SDK" mean?
uploading the avatar
hmmm and what does "delete itself" mean?
as it says i uploaded a quest avatar and one of the materials just never makes it to vrchat
oh ok, I was thinking "delete" meant deleting the file from disk
i wouldn't be surprised if that would happen lol
I would be very surprised
hello?
If I apply this method and upload my Quest model, will my PC model be replaced?
No? why would it?
you only have "Android" selected
if you selected Windows as well, the pc model would get replaced
ty
@delicate quailhad already uploaded the quest version, why on my phone cant see ....
already set the limit to 10MB and 40MB
...
was the upload successful?
Is it Very Poor? The performance rank
Yep
i believe you have it set to block very poor avatars
And I already open the phone's setting to show very poor
It can have quest ver is enough
Only can set poor and lower and very poor....
So that's mean vrchat for android only accept poor avatar?
I don't know. All I know is that you have it set to "Block Very Poor Avatars"
got it , android version only accept poor
Yeah for Android you have to manually enable Very Poors individually
It can't
oh sorry, I was thinking quest, not mobile
It says u can only obey the safety settings
mobile specifically does not do Very Poor, as far as I've heard
Im trying to test the quest version, but I don't have quest
not going to work if that's a Very Poor then
it's totally sane IMO
Nowadays android phone powerful than quest2
but there's a lot more going on in the background too
@cyan pagoda android does support very poor, but only 4 at a time. #android-announcements message
aha!
No idea why it wouldn't be working for you unless the avi just straight up doesn't load in on Quest/Android at all.
It is definitely a case of needing to force show the avi though
Click player and click always show, then it says it will obey safety settings
Got them, may the account problem
I understand, i create new account, and when I use my own account, it shows to me
Does anybody know why my quest avatar that I made doesn’t have physbones? I made it today and it was directly converted from PC, and it shows physbones in gesture manager/when I upload, but not in game
if it has one then 8 components they will all be deleted
it is written in the sdk next to the warning
Does the SDK not prevent upload when you do that?
No. It uploads, just deletes all of them.
SDK design is just all over the place
Go to the VRC Traders discord to commission people, you'll get scammers here, probably DMing you right now.
Link is in #1204490664637890580
as quest 2 user i found this very funny
Thanks m8
either vertex colours or you need to cut your mesh to fit the texture
Actually, it does support! Just manually enable up to 4 Very Poor from other user, Poor and Medium are unlimited
yes, I was corrected after I said that, I didn't realize you could see 4
But the problem is some people unable to use it and I'm one of them unfortunately #android-discussion message
Despite their test already done since February except iOS platform
would particle shaders work well for a fur trim on a coat? for quest
How do I use my Tactsuit pro with any avatar bc I only found one avatar it works with in vrchat and it's really ugly.
if you're looking for avatars, go to #1138520828556890214
I've lowered the textures to & compressed them to the lowest I could go, I even deleted all I could off the avi & I could only get it to 11.29 not quite 10.00MB
what else could I do?
you don't need to post in every channel
youtube tutorials may help with adding support to an avatar
although i have no idea what Tactsuit pro is
well I did that just so ppl can see that I need help ig
We can see it, it's better that you post in one place so we don't end up replying to 3 different copies of the same question
How do you edit textures on already made materials? I already have texture files
edit the texture, then reimport it into unity and replace it in the material slot
i'm terribly sorry if this is the wrong place to be posting this. i'm attempting to upload an avatar for quest, and this error prevents me from doing so. any and all help is appreciated.
Right place, but I'm not sure there's an answer better than "search more" unfortulately
Can some one help me with this error please . I only happens when I switch the build to Android. Im thinking of re installing everything because this uh really broken it happens when I start a new project to
this happened to me,
you need one of those tools that show all the parts of your model that are unoptimised
there are a few out there, but i use something called “material replacer”
you can use that to replace it, but also if you click each material it will take you to where it is
Can someone help me, I havent used this new SDK so I dont know what to do, everything is converted for quest but I cant select Android or IOS, it just says windows
cant select ios or android it just does not work
uh how do I download that-
I stopped avatar developing for a while
and I came back to all this new stuff
where do I download that?
I got a problem where my avatar appears a bright magenta to quest users even though I use VR chats mobile materials
does anyone here know a good Emperor Palpatine avatar? i know the one by S-P-A but i’m just wondering if there’s any other good ones.
Why did transparency get removed for quest??
Missing materials, make sure you set the correct materials
it was never supported. the only thing that got removed was a bypass method, that wasn't allowed in the first placr
Hello, i am new with a quest 3 headset, do you know why often time I see my friend's avatar in low poly ?
They could be impostors. Did you unlock their avatars? You can only do that if they're quest compatible.
There are only quest compatible avatars ? what do you mean by unlocking theirs ?
If I download their avatar (like, equipping it) I could see it ?
you need to click on the person and select the eye icon to unlock the avatar
if it's still low poly it means that it's not quest compatible and you're seeing the imposter of it
okay thank you very much !
to correct their word, they mean Show the avatar 🙇🏻♀️
oh
Do I have to do that in a specific way? So I can't just drag and drop them on the android model?
Just drag n drop
And it will never will be, honestly.
I know that's tough, but that's the way it is...
But you know what, all avatars without transparency doesn't look bad
I don't care what everyone says.
ye
Except for the textures problems that is, but ay I mean if the damage was hit a little, it's still usable!
plus it's fixable in blender if you try
why would they just do the update for quest users tho? pc users can still see and create the avatars that they apparently dont want on the game
pc can handle more
a standalone vr is like a phone strapped to your face, it's not that strong
Transparency isn't allowed on Quest specifically because Quest and PC hardware cannot be truly compared, Quest/mobile hardware is optimized for power efficiency, so the hardware designers removed parts, like what makes transparency easy to render, so Quest straight up can't handle transparency well, it can brute force it, but that is expensive and leads to lower fps.
☝🏻
basically what i was trying to say
doesn’t seem like that was a real issue over the last few years tho . the update was just random and doesn’t make much sense to me . I just want my cute avis back 😦
but it is what it is
VRChat's more "confusing" decisions about performance rankings generally stem from the perspective of, "what would happen if 40+ avatars used this at the same time?".
And transparency is something that gets significantly more expensive if it is stacked on Quest hardware, like if you can see something transparent, through something transparent and so on.
people on quest keep saying my avatar textures are messed up, despite the quest version looking fine in unity? i'm so confused (no it doesn't have vertex colors)
i'm using the standard lite shader for quest btw
Maybe Poiyomi was the culprit? Idk
no poiyomi on quest
are you using the actual vrchat sdk
yes.
do you have mat swaps
nope
you dont need to ping me every time
do you have an image of what it looks like in game
unfortunately i do not, i'm on pc
i'm using sdk 3.7.5 (sorry i dont want to update, the new ui is horrible)
manually installed (i dont use creator companion, im old ok?)
add a Canny report about that, or +1 an existing one, otherwise they won't know
hmm...
im thinking it may have something to do with the material settings?
but i have metallic and smoothness both set to 0
without seeing what is wrong, the best anyone else could say is to play around with it until it looks right
kinda hard since it looks fine in unity but apparently in-game it looks different (im a pc player so i can't test the shading myself in-game)
i can take photos for you on quest
i’m quest only
uhh sure if you got time i guess, my vrchat user is the same as on discord
when is ok?
i'm on now
i’ve sent invite requests
@dim cove
@dim cove just ping me when you’re available :)
i’m not going to wait with nothing to do for now
Question, why does X and Y orientation flip in quest? I have a blend tree animation that goes up and down on pc version. The same exact thing goes side to side instead on quest. It was fixed when I changed the animation for X to Y but still, it's annoying and confusing as to why it doesnt carry over.
context
pc on the left, quest on right
update: it might have something to do with the normals? i got one of my friends to help me out by screenshotting the avatar (my friend is on quest)
just so you know, i sent you multiple invites and also requests, so i didn’t not show up or anything…
i'm sorry about that
i had fallen asleep
it was 2 minutes after you accepted my friend request, what… 😭
do you have gesture manager?
no i do not, unfortunately
not very helpful... i am not on quest, and am not able to test things on quest
and it looks fine in unity
What do you think is the max amount of triangles is before quest starts lagging? Ik it says the recommended amount, but past that, what do we think it is.
well, i would give it a try
is it able to be installed manually? as in, not using creator companion?
uhh
I think you might be able to still do that
but i would highly recommend creator companion
not happening, creator companion is buggy
hmm
it is. use alcom?
alr thx, i'll give it a shot
https://github.com/BlackStartx/VRC-Gesture-Manager i think this is it
correct me if im wrong
eh
i'm planning on using unity in the future for making my own games eventually so i don't want to forget how to use unity without vcc lol
maybe, hopefully one of them work for 3.7.5
least you can do is try
yep
otherwise ima just have to mess around with the material and normal map to see if that fixes anything
it is strange though because i've never had these issues before
i've previously uploaded 2 avatars using that same version and they work fine
did you make the avatar yourself
this is a really stupid question but it happens, did you check in blender to make sure all of the faces are facing outwards?
yes
thats weird
indeed
mind screenshotting the material?
yeah might take a moment tho, gotta start up the project, don't have it open atm
take your time
the material settings, plus how it looks in the scene (still haven't installed gesture manager yet)
yeah thats weird
sorry just realized it cut off
there
ima try something, i'll see if the "bumped diffuse" shader would be better
update: it didn't help
it seems like vrchat broke the normal map
lord i hope it didnt break all of my avatars
most likely not, it seems to be something for this specific avatar
i might have found the problem...
for some reason it turns the normal map blue?...
the wrong shade of blue
it only does this whenever i switch the build for quest
fixed! for people who have the same issue, try messing around with the "format" setting, mine was set to auto, setting it to rgba 32-bit fixed it for me
although be warned, this will increase the texture size drastically
let this be a temporary fix until a better one can be found
people keep saying to ideally use RG Compressed BC5 for normals... but that doesn't work on Android. I forget which the right one is, but you definitely don't need RGBA
alr, i'll see if any of the other options help
i just picked the first one i saw and since it worked i just ran with it 😅
ASTC is pretty much the only format you need to care about on android, it does a great job.
Might want to stick to the highest quality ASTC 4x4 version though if your normal map has a lot of fine details.
Ah thank you, been a while since I did anything Android
weird, there's only "rgba 32 bit, rgba float, rgba half" to choose from
just ask
gotcha so im used to lowering the mb for a avi by lowering the textures but uh they going up w the lower textures and its a completely new project
started off at 10.32 mb but lowered all the textures and it went up to 10.59 mb i think it was
so better way to lower the mb since textures aint working?
how did you lower them though?
Hello does anyone know how to make a vroid model quest compatible?
still havent figured out
maybe you need to reduce the size of something else, like the mesh
will give a shot thank ya
Vroid is typically known for being a pain to look good on quest. If you mean to edit it to make it look good on quest you’ll need to use blender
you'll need to use a lot of blender, here: #avatar-help message
What are some Quest optimization methods that I'm unaware of? The one's I normally do are:
Unchecking "Generate mipmaps" on textures
Turning down the texture resolutions (with or without crunch compression)
Making menu icons the smallest and lowest quality they can
Using the Blendshape Optimizer VRCFury component
Deleting unimportant meshes on the Quest version
Deleting physbones
crunch sucks
How so? I've heard mixed things about it
it takes up CPU time and generally makes the quality worse
Oh I see
I only really use crunch compressiom on small things on the avatar, or things people won't pay much attention to, like small accessories
You can also atlas stuff to make less material slots
The worst part is that you lose quality while still taking up the same amount of vram. Crunch compression only reduces the download size, not the unpacked in-memory size. Download size is usually not a problem so that doesn't help much. If you reduce resolution or use another optimization method, you at least save on things that actually matter
Also changing the compression on the ASTC block helps, I talk about it here
https://www.youtube.com/watch?v=LSiQuB9tP2Y&feature=youtu.be
In this video you will learn how to setup the textures for Quest so they take less space and how to analyse your avatar Quest build if you want to.
0:00 Intro
0:43 Setting the Android override for the texture settings
2:55 Opening the Asset Bundle website and finding our Quest builds of the avatar
Part 1 of this video:
https://www.youtube.com...
That's true, but in this case I'm working with a Booth model, so I don't think I can take it into Blender to do that
of course you can
you can
i love this video and come back to it so much… 💦💦
Mipmaps can be really important for high-res textures, but at the same time those end up taking the most amount of space. Thankfully mipmap streaming helps with this, but I'm thinking I might disabled generating mipmaps on my avis with really low res textures (like one 128 or 256 texture for the whole avi) since when the textures get stuck on a higher mip level it looks like dogshit and they never took up much space to begin with
Im still having issues with quest side of the p2u avatar i have its dolly from taffybat
Playmode it keeps deleting the materials of the hair but it looks normal without play mode and i tried to contact the creator but they never responded
So i feel stuck and unsure what to do
probably a material swap animation
How do i fix that?
find what's doing it first, check your FX animator
I an making a material for my avatar, and I want to use a matcap from cel shading. However, the vrchat mobile matcap lit shader only seems to be able to darken the texture with the matcap, when I also want to have highlights. Any way to get better cel shading for a quest version of my avatar?
emissions?
Get the open beta and use Toon Standard
Holy hell! When was it implimented?? This shader is basically poiyomi for mobile
In this video you will learn how to use the new quest compatible shader Toon Standard for VRChat avatars.
With this shader you can have a normal map, details texture or normal map, specular (metallics, etc), emmission, occlusion, matcap and rim lighting and 8 different shading settings.
0:00 Comparison to the Poiyomi shader
0:50 Toon Standard ...
Like yesterday
Actually 2 days ago sorry but yeah
amazing feature
Were you able to make the cellshading using one of the Toon 4 Band shading options for example ?
I used a custom gradient, and it looks almost exactly like poiyomi shaders I use for my pc version. Still can't figure out how to make the specular look the way I want it to tho
Cool. In the video I only did latex-like material and normal cloth, not sure what you wanna do
the look I'm going for vs the look I'm getting with hte new shader
as oyu can see, the shadows are near identical, but the specular, can't figure it out
Am I blind or does it look the same
it looks the same to me too
there's specular highlights on the left picture, look at the hair
ah this small spot
Do you use a metallic map ?
I do in the poiyomi shader, but it looks very diffrent in the toon standard
In Toon standard it might only take the red channel
I am not sure, but it says (R) next to it
I am testing making a texture like this now, to see if it works
it's not that, the map is fine. it's just the way that metalic looks in this shader is cole to metal rather than specular highlights
this tiny little spot is all I get if I set gloss to 1, I use a gloss map to isolate the areas I want to have gloss
adjusting the three values below affects the whole avatar, and doesn't achieve the same highlight effect
because it is recommended to only have one material, does it effectively not make texture swaps for visemes possible for quest?
well, you can use material swaps to change the texture which just replaces the material in real time I think, and this means you only ever have 1 material when swapping
the relevant part is material slots
yeah
my fallback avatar has like 20 material swaps, they don’t impact performance, just keep the materials slots on 1
so then id need to make a total of [number of eye expressions] x [number of mouth expressions] materials for the entire body to encompass every possible combination of facial expressions?
probably yeah
yeah, if you want to make it a fallback
the animator would look insane lmao
sounds like a lot of space taken up by textures
I don’t think they take up any texture space because the materials don’t exist until added
id need 72 materials in total if i were to do that
do you just want it to be quest compatible or to be a fallback?
quest compatible
then you could just use two I think
textures get packed up with the avatar and increase download size
so people in quest can actually see my custom avi and such
Yeah, but that only applies to the material that is currently applied to the avatar when uploaded
is there a quest shader that can do texture offset? 🤔
materials used for swaps do not exist during upload
... no?
its not a big model by any means, low poly even, which is why i use 3 materials, one for the body, one that covers the eyes and changes them based on gestures, and one that covers the mouth and changes it based on viseme index
All textures used by material swaps are of course included in the avatar package
making for a pretty expressive avi in general
well, i think this is the case because my avatar has like 20 material swaps but it is still at 0.6 megabytes of texture space
what is "texture space" here?
the performance statistic
Texture Memory?
I'm not aware of this particular statistic
okay memory is not download size
maybe it does increase the uncompressed size further than normal?
guess i wont have a quest compatible avi then hmm 
oh right, I think you can just use two material slots, one for the mouth and another for the rest of the body
it is just recommended you only use one, but I think you can use more
this is perfectly normal - all textures used will be in the avatar package and thus increase the (download, compressed and uncompressed) size of that
you can use more, dw
does make sense
my avatar does have a lot of materials each with different textures, so the uncompressed size is like 27MB,while the compressed size is like 5MB
so ill be fine?
<me> wow, that's nothing! * looks at channel name. <me> oh right, quest.
2 material slots is pretty well optimised by vrchat standards, the other day I saw an avatar with… a lot more
I use the same model for both pc and quest, so it is actually quite feature packed
I think I have an addiction to fallback avatars
you could combine the body with the eyes and have 2 material slots only
I can't seem to get android build and test working, I have ADB in my PATH and I can invoke adb from a terminal, but the SDK still says it cant find it for some reason. Anyone know what might cause that?
Yoo- So I'm having a problem with Quest Physbones recently not wanting to show up at all for quest. It shows in Unity but not in game. Is there way to fix it???
Is there more components that allowed? they'll all get deleted if that's the case
No- Not ya all, its the amount and some less.
Hello!! I am wanting to edit an existing avatar that is free to the public but I am new to everything with avatar creation. What I'm trying to do is change the body shape and have the clothing fit to what I change the body to be.
Dms are open if there is any more questions!!
Who can make me a free VRChat avatar for quest
no one
Ok
If you go to the VRCHub discord they have a category for free requests but keep in mind it may not be very top tier with someone you would pay for.
Ok
try vrctraders server
people will scam you here
but remember that people don't often like to work for free
I joined this server just to say that the new quest shader in the sdk beta 3 is amazing and am very thankful we got something so nice
I haven’t used it yet, and I am so excited for that shader
Is there anything I can do to have transparency on my shader materials?
or do i have to go back to blender?
You cannot have alpha transparency on quest
am i sol then? There are areas on my avatar now that are pure black
yep, cut them out in blender if you want them to be transparent
in blender am I going to UV editing?
for what?
this is what I see in unity, where am I going in Blender, I can look up tutorials once I know the words I need to search for
oh, I'm not really sure what you need to do from here
these are my materials, the black areas are what I need to crop out right?
I'm not sure I could really guide from here without actually looking at the model in Blender.
i can provide as many screen shots that could get you at least somewhere to have me go to look for guides
all I have is "remove parts that you want to be transparent"
because "absent" is just as good as "transparent" 🙂
i don't know exactly how to remove it, if I knew where to go with the materials I had I can fly on my own from there
edit mesh, select faces, delete. Cut them if you have to.
and that's on the model or my materials here, because I don't want to delete parts of the body if it means they can see the inside of the body
again, I really couldn't give you any kind of specific advice having never seen the model in detail
Well, thanks. I'll try and brute force my way to solve the issue. Again thank you
what are you trying to do exactly?
deal with not having transparency
Since I have to use the VRChat Mobile shaders, I can't just cut out or make transparent the materials
what are you using transparency for?
I think it's the way my model came out, but I have glasses and also parts the body get cut off when the clothing material is applied, essentially i think the mesh overwrites it? (i think that's the best way to put it)
What you're looking for in blender is "knife tool"
In edit mode you just press k.
It lets you cut polys, so in theory, you'd just cut the polys the shape you need.
It'll take awhile, but it'll work
Knife tool and Im cutting into the mesh right?
Yup. When you push K you'll have to pick a starting point on the edge of a polygon and then you just click to draw out. I'd recommend a tutorial or two but its not very hard, just time consuming.
will do, man making quest avatars is already more tedious
it really is
at least, when starting from something that's way too much for the platform. Starting from scratch with the restrictions in mind is a lot easier. I mean, except for the building from scratch part.
yeah, unfortunately
is the hierarchy okay?
Enforce T-Pose
