#avatar-quest
1 messages · Page 24 of 1
The quest one have (android) in it
Some videos on yt found there avatar have (quest) is there difference
Like is it the problem?
Quests and other headsets run Android as their OS, they are equivalent.
Ok then this isnt the problem thx for ur help 🤍 if u had anything in mind to try or u found solution i would love to hear it
that was the main one, I rarely do any android content otherwise
K
Btw just wanna mention when i hit upload in left it says supported platforms windows,android
what's the quest model's stats? if you're using multi platform upload and the stats are too poor occasionally it'll let you upload but it wont actually pass the security check in-game which'd prevent people from seeing it
The stats in game when im choosing it it says very poor but what that mean?
Shall i add more details??
The red !
And android, windows signs
"very poor" is explained here: https://creators.vrchat.com/avatars/avatar-performance-ranking-system
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 encourage reading this whole site, it's very informative.
THANK YOU i appreciate you help
I just finish editing the avatar it was 144000 polygons
Now its 71000 its suppose to be smooth for fps and etc
imma upload it and check if it does or not
How many polygons shall i have max to make it upload?
those details are literally in the link in the message you're replying to
K sry
Question, how many VRC Constraints can an avatar have on quest?
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.
Thank you!
Depth has to do with how many objects below the constraint it is affecting
not quite -- it's how many constraints you have chained together
e.g. if you have this hierarchy:
- A
- B
- C
- B
and all of those objects have constraints on them, that should give a depth of 3
VRChat has to figure out constraint A, then B, then C, and it can't do them simultaneously
Oh right, thanks for the reminder.
i have never managed to make constraint depth an issue, even on my really elaborate avatars
Too over MB... 🙁
you could use VRCFury's blendshape optimizer or just remove the unused ones outright in blender and merge + atlas materials, merge meshes (also set the rig as a humanoid if you're gonna want it to move with vrchat's native locomotion setup)
is there any one for someone to upload a avatar on qest i dont gott a pc
if its a P2U model then check if they offer uploads otherwise check the models TOU (you may have to purchase a version for your uploader) and ask a friend you trust
i have no freands lol
still check that first part if its P2U then if the creator doesnt offer uploads perhaps someone in their server that also owns it would be willing to help
but if you dont have a PC you really shouldnt be buying models outside of the game
noo its a free model
Not work.
As the message says, look at the console for more details
see the first pinned message in #avatar-help on how to share console errors - that one says basically nothing
(clue: look at the first errors)
Foot?
what?
Yes, in the console.
the texture error shown at the bottom of that screenshot's SDK panel is likely whats causing the issue with upload, gotta lower some of your model's texture resolutions and it might let it upload though the overall shown stats so far on the model is pretty bad for both quest and PC platforms
You will assist me?
I'm using Blender 5.0.0.
ive already said how to fix it the one error best i can do is offer this how-to for lowering texture res: https://cdn.discordapp.com/attachments/512468176202891264/1477564243833389228/reduce_texture_sizes_bothparts.mp4?ex=69c979af&is=69c8282f&hm=e40f4adf915ac49a5c19d245d4fbe80a4a8a6fbffed766514ad91cab6a75fd48&
i dont do hand-hold teaching
what?
whoever makes custom avatars text me
good way to find scammers, you should instead go to the VRC Traders discord to commission people
bet new to all this preciate it!
Hello, I need some help. So, my avatars ears and tail move perfectly fine in play-mode, but wont move in game. Even after following a guide using the VRC Quest Tools add-on, it still dosen't work
how can i make flashlights for quest now that the partical system no longer works?
too many phybones
on quest, you can only have a max of 7-8 physbones so going above it will automatically disable all of them upon upload. you can circumvent this with root bones (like having a single ear root bone connected to both ears instead of two seperate ear physbones) aswell as decreasing subsequent abundance of bones (like how sometimes tails are 10 bones when the same fluidity can be done with like 6 or less)
sadly world lights dont work either on quest im pretty sure so the only way is thru emissions to give that look but a proper working one is impossible on quest as far as i know
Alright, Ill have to look into this tmr
I kinda figued that, but I wasn't sure how exactly to go about fixing it
you can just make a quest build that has less physbones and upload it but making root bones and disolving them is a blender thing
idk if you solved this by any means but the first one is set to quest particle multiply, second one has the fishnets on a decal layer or on the avis textures directly, third looks like using a matcap that is transparent or is on particle additive (or a matcaps texture thats is a additive particle), last one also looks like its particle additive with the really see thru parts being black on the texture giving it that full transparent look.
you can get transparency or get that effect but its just a pain
and im talking as someone who has done transparency on quest multiple times on many models (friends photo whos on quest with a model i made for em)
same avi, different lighting to show bit better
best way to show how to get it too look fully transparent is like this, additive makes things bright and cancels out black as clear, multiply makes things dark and cancels white as clear
ohhh, takes notes
Would you mind if we talked about this more some other time? I'm pretty new to unity and avatar stuff, so the extra help would be nice
yee np dude
Thanks, appreciate it :)
idm being pinged, just know i sleep alot so sorry if theres late replys
hell yea
all 4 avatars use the particle shaders to have quest transparency. The comment was sarcasm replying to someone telling me I don't know what I'm talking about because apparently 'quest can't have transparency at all'. These were my examples showing that I've done transparency many times and in fact have extensive knowledge on quest limitations.
this is so real and true and valid, have a good night for me not understanding initally TwT
I understand that like 3 years ago the particle shaders didn't work, but like these people are so confidently wrong and will argue with me extensively sometimes about it
fr dawg, sorry that shi happens dude. people do be dumb sometimes
they need to add a button to throw rocks at people through the computer screen
Hiyaa
Hey @pastel bough I have some time to spare before work, are you free to run through the process of getting the physics working?
Some worlds can now suppress that, such as Fish!
several people do yes
Do you know how to I need help uploading my avatar
you need to actually specify your issue
Do you have your personal mirror or face mirror out? That fixes it sometimes
If I wanted to add transparency to something, say glasses. Id use mobile particles additive or multiply right? Also would that work with certain outfit parts? Can't test it right now so wondering for later.
anyone know how to make a quest compatible png avatar? its mostly background images im having issues with because it shows a black background around the avatar
nothing i do is working and i cant work blender either 💔
i have it on toonlit rn and the only other shader that works is in particles/alpha something but its not quest compatible
i need help ASAP
(and i know its possible somehow)
you cannot use transparency on Quest avatars at all
the only quest compatible transparency shaders are additive and multiply
Yeah, with Blender, you need to manually cut out the black part.
add a material slot to the mesh. Make one material using additive and another using multiply. with the two layered, it will look like alpha blend
ohh okay ty! Ill try this out
tapping the sign
for the multiply one, make sure the background is either transparent or white (if alpha blend was working for you I am assuming the background is already transparent)
alrighty

Hello, does anyone use one main face/body and make every outfit a separate avatar for a green performance rating? How do you manage the files?
Currently I'm keeping the clothing articles separate in a single BLEND file. Then I select the parts I want, merge them, and export the FBX file. At least that's what I did in 2022. Is this what's done today also? Was it done ever, or was there always a better/easier way?
Yes - I do basically this method you describe.
Anyone here work with furries ?
Yep, a few of them
Whooooo
Idk if anyone is familiar with jiggle physics for VRChat if anyone knows how to put ass physics on a avatar for VRChat please LMK I been having issues any help will be very much appreciated:)
what you want are Physbones: https://creators.vrchat.com/common-components/physbones
PhysBones are a set of components that lets you add secondary motion to objects on avatars and in worlds, permitting you to add motion to things like hair, tails, ears, clothing, wires, plants, and more! Using these well will make your avatars seem more dynamic and real, and your worlds more immersive.
So I download that and put it into unity and then what I'm sorry Im new with jiggle physics and there's no instructions or tutorials on YT 🙁
If you have a video on how to put ass jiggle physics on a avatar that would be very helpful
I don't, but if you look up "physbones" you will probably find tutorials
and no, you don't download something, you read that entire page, it does a decent job of explaining how to setup physics effects on a bone chain.
Ok thank you so much I appreciate it 😊
if you get stuck, #avatar-dynamics is the right channel, unless it's actually quest-specific
Ok thank you again 😁 and it's PC only avatar as I'm pcvr but I very much appreciate all the help I'll look tutorials on "physbones" thank you again
ah ok, not sure why we're in here then.
@snow girder can I like dm I need some help with my account and my uploaded avatars

note that they don't do technical support
Note that what i meed to talk to them about isnt your concern
You won't get an answer, Strasz' bio (in case you haven't checked) literally states they won't respond to any DMs in relation to moderation, bugs or support and your question would be classified as "support". Kazin is simply letting you know not to waste your time so you can find help somewhere/someway else.
Well then i need someone who can undelete uploaded avatars vc someone without my permission got into my acc im the middle of a avatar deal and deleted at least $125 worth of custom avatars
Yes but it was to get a avatar uploaded and the persons gf loged into my account with my permission and deleted all my avatars
this is why you don't share your credentials.
well then how do i get avatars uploaded
do it yourself
Thats why would should always have a trust friend to do it not some random lass that gunna just troll you
best thing you can do right now is change your password, and then contact all creators who uploaded avatars on your account and ask for them to upload again
explain the situation, and they should hopefully log the usernames of whoever they upload avatars for, so they can tell it's the same account as before and that you aren't sharing the avatar with someone else
i’ve been trying to upload this avatar for ever idk what to do anymore
describe what is happening
i’m not very good at this but i tried to upload and it failed
you'll need to provide details
see the first pinned post about how to share the right messages - nothing in those are helpful, unfortunately
okay like i said i am new, i dont see any pinned post on this channel about right messages. what can i provide to help you help me 🥲
oh damn, sorry, wrong channel. It's in #avatar-help
I wasn't looking at which channel this was
idk what that means..
above where you click "build and publish" is a list of stats, look for things that are red or otherwise warning you of problems
oh right one sec
could there be a problem because the file brings up 4 different avatars? it gives one for pc one for sps one for ft and one for quest?
like when i upload it?
you have to pick the right one, of course
and how do i choose it?
I usually just disable the others, but in section 1 in that "create an avatar" window there should be a dropdown
but i dont need to get rid of the other ones in the scene?
nope
okay, and then these warnings
you're in the quest channel, that avatar with 200k polys is going to be awful on quest.
93 material slots is pretty crazy too
even for PC
i bought this for pc
and yet, you're asking about it in here?
i meant to be in the help sorry
What is the maximum polygon limit for the Avatar quest?
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.
The maximum numbers aren't listed here. Previously, the standalone version of the avatar was 75,000, but now I see a standalone avatar with 103,000.
oh like actual hard-limit, I see
Although the current version of VRChat does not implement a hard limit, we may implement a hard limit for avatars based on triangle count, material counts, mesh counts, and other qualities in the future. Please keep our recommendations in mind as described in Android Content Optimization.
This page will describe various limits in place for the Android version of VRChat. These limitations are in place in the interest of performance, user safety, and discouraging malicious behavior.
Are your toggles somehow reversed? Or is this piece of clothing just pc only
Is this flurry ?
yes
Send it?
on the quest model, look at the fx and find the toggle for the deleted clothing. Then, just add an animation for a clothing you didn't delete into those slots (on goes in the on, off in the off, etc). This way when you wear the deleted clothing on pc quest will see a different outfit, but you won't be naked
is there anyway to make this emmisive?
use a shader which does emissions
i need it transparent for quest tho
you don't get alpha transparency on quest, and the particle shaders iirc don't do emissions.
that photo is using a quest shader
Yep, I can see that.
but i saw other avis that have it glowing plus transparent
So put shorts for instance make another toggle even though there is a toggle there already?
Yeah so let's say skirt is deleted. On quest, the shorts toggle will be for shorts, but the skirt toggle will also put the shorts on. And in PC you will see the skirt.
Hello everyone
I see so where the skirt is on the pc skirt toggle should be shorts
So it's opposites
I wish someone made a tutorial on this lol
are you using the same parameters file for both avatars?
Yes
not sure why you'd have different behavior then
I'm very very very new to this
I'm gonna check it now to see if the shorts go off again
Does anyone have any information on how to get the FF viseme? For some reason this model is missing it and it's cause jaw lock meaning when I speak her mouth doesn't move.
how to "get" it? You make the shape key if it doesn't exist.
For some reason it's TH and there's no FF
that wouldn't cause the visemes to stop working entirely
you don't want to be doubling up on those though
I know I watched a tutorial. How do you make the key shape sorry if my words don't make sense I'm a new sorry (˚ ˃̣̣̥⌓˂̣̣̥ )
Blender (or similar), you create a new shape key then move vertices around however you like
Ooo
Lilyyy was suggesting how to deal with the Quest version missing some clothing items
Yes, I'm aware
I have no way of knowing that.
Oooo
Do you know anyone I can commission to make me a shape key for the singular shape key?
VRC Traders discord
note that this is not why your visemes don't work at all
(and missing the ff viseme is not a big deal; just leave it empty or use a similarly-shaped viseme)
SS will look close enough
I thought you could not have any empty or any duplicates?
Wait really?
That'll help me and save me money
So I don't have to commission someone lol
So why isn't it working tho? Like sometimes my mouth moves then she suddenly just keeps her mouth closed its happened alot
What could it be? Id appreciate your help!
Very very rarely work but yeah
A
Does it happen during a facial expression? Some FX setups have visemes disabled during some facial expressions to avoid warp or weird looking mouths
Yeah sometimes yeah but even when I'm not using any expressions it freezes mouth closed
is there any tutorials for making scrolling textures on quest? ik its possible bc ive seen someone with it
animate shifting the texture offset
like- just using the animator?
could you by chance record yourself doing that so i know how to>
definitely not
ok thanks anyway
is there a way i can change my nametag's height?
guys i need help i bought two avators and i need them upload then to my account but i dont have a pc can anyone help?!
check to see if the avatar's creator offer uploads or see if any of your friends you know well are willing to, account sharing is risky (if you end up getting a friend willing to make sure to read the model's TOU as 99% of models dont allow any kind of filesharing so you'd likely need to purchase a version for them aswell)
I suggest that you ask a trusted friend to do it for you instead of a stranger, as they would need access to your vrchat account.
If you give the trusted friend your login, i still suggest you reset the password and re-enable 2fa if turned on once they are finished.
make an animation that changes the offset value of the texture. then just make an FX layer that just plays that animation.
set each keyframe to linear for a smooth animation
(right click on the top dot to select all values on that frame)
You can commission people at the VRC Traders discord. You'll just find scammers around here.
I was able to figure it out on my own, so I'm all good!
even better
Spreading the word around
oh noooo
Update
Is it possible to pause/remove rotation constraints with a toggle? And if so can someone show me how (ik how to make a toggle but it’s the constraint that’s confusing me
How come it cost so much to make a avatar?
it's a bunch of work
do yall know of any tools that make it easier to locate materials without the correct shaders which are hiding somewhere on ur avi?
besides VRCQuesttools at least
every time i use that it scrambles my shit and ive already got most of the materials set anyway
holy scam
Clankers
yep.
:(
i reported it
Im not too fond of Clankers
I've been making avatars for a while, but I'm having issues right now. I'll make the PC version and it'll upload great, and then I go to upload the quest version and I keep getting the error "Avatar validation failed." Why? It's the same ID number, i haven't changed anything.
optimize your avatar
When my avatar is too big, I get the message that it's too big, I don't get the avatar validation failed message. The avatar is under 10mb and I still get this
show the stats
clear your console log, build and upload. It will likely fail again. Check console for the 🛑 error closest to the top, that is likely your issue
Hi, when putting on the textures for the novabeast, Im having troubles with the eyes being white. I had a problem like this before where I had to change the shader to multiply, but it's not working for this
probably have a mesh layer over them that's supposed to be transparent, which you can't do on quest
Oh alright, I had found to fix it
Hello
I'm looking for an artist who can design a realistic (hyper realistic) 3d avatar waist up, rig, face track with expressions for streaming
Dm me with your past works
this isnt a commission server
I've found someone else already
fingers crossed it isnt a scammer if they're from here. W tho
please be careful, if they found you from here and are asking for payment, they are most likely a scammer
How can someone find an artist who makes avatars?
visit the VRC Traders discord
Is that in this server?
Thanks guys
Would someone upload an avatar to quest for me? or teach me how to on a phone or quest?
Can't be done on phone or Quest, has to be done on some kind of computer and it is risky to allow someone random to upload an avatar for you, if they get banned or moderated then you might too as a suspected alt account.
How would I make an avatar transition materials? Kinda like the dissolve animation in poyomi
That dissolve is all in the shader, you don't get that kind of thing in any of the mobile shaders
I was hoping I could do something with the animator to replicate it in a semi manual way
You probably could do something interesting by animating blendshapes
or maybe spawn particles at the same time you disable the body
if you just want the textures to fade and you aren't using the detail slot in toon standard, then you could use that as your 'secondary material' (or just a stand-in until you swap the material at the end of the animation)
That might be good for me
I’ll try it
how would i make that fade in? there isn't an alpha slider on the detail slot
nvm found it
Does anyone know of good anime medieval avis
Like this. Good ones. With expressions and attacks
Looked. Nothing good
that channel is the only one for trying to find avatars, you could make your own post there and put a short description of the specific type of medival avatar you're looking for
otherwise you've gotta go find or make your own
I love fantasy rpgs and plan on making public avis with that theme soon (tm).
Not too sure about "attacks," but they will have features like weapons that can be drawn and sheathed.
Ok I have a few good ideas if you're willing to try. A lot of people like fire emblem. Thats a pretty good idea
Never played those, but I can look into it.
I do plan on making the D&D Tower of Doom and Mystara characters from the old Capcom game.
Although not technically "anime," I would also like to make the Vox Machina and Mighty Nine.
K. Cause it would bring a lot of attention. Considering any avis of fire emblem are copy paste memes
Is it ok if we DM? I would like to hear more.
Sure
anyone got any matcaps that would be good for anime style avatars
another good way to get good shading is to use liltoon shadow settings, and then right click the liltoon material and click generate ramp. Then you can use the ramp texture as a shadow ramp for toon standard custom shading.
Can someone help me figure out why my avatar wont upload?
it's probably the menu item
theres no expressions menu on this avatar though
weird that it'd be telling you that then. Perhaps it's a menu added by a VRCFury prefab?
mkay i guess i somehow messed up the vrchat sdks files somehow. uploads just fine on a different project
(if this isnt the right channel to ask this in please point me in the right direction)chat i wanna try to make my own avatar (because i cant find any quest compatible avis that fit my tastes) but im so confused by all these tutorials online. So, first and foremost, would i even be able to make an avatar if all I have to work with is an acer laptop?
It works with any laptop that has suppot for Unity.
Windows is ok as example
I recommend to have a bit more resources like ram and cpu power, but it is how it is. Be it that it takes 5 minutes to build the avatar and upload because the pc is not that fast
I recommend to look for avatars that have a low poly count.
You can exceed the limit and it will be on very poor, but the entire avatar cannot exceed 10MB in total. Thats your limit
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.
Sounds like I have a lot more research to do 🥹 thank you for the input I greatly appreciate it 🥲
🫡 feel free to ask more stuff if you are unsure
i use an acer nitro v15 to run unity and it seems good !!!
naturally, laptop brand is entirely irrelevant here.
Out of curiosity, What kind of avatars do you like?
I can also share knowledge on how to make them specifically for Quest and work within the performance guidelines.
I’m only just now learning about the different styles- I seem to like certain furry avatars, and western styles? Maybe? I can’t remember terminology, truly just dipping my toes in the water for the first time. Usually I just see an avi I think is aesthetically pleasing and use it, but idk much about types models or bases
Keep in mind that Quest is a mobile processor and the guidelines are quite strict compared to PC avatars.
Some creators make an effort to make avatars that meet the Poor or better Performance Rank, but many do not.
So you may find and avatar you like and realize its not made for Quest. It could be edited to work, but depends on how much time you want to put into it.
any suggestions how can i get rid for another 1.5mb for the 10mb limit? i scaled down all the textures already
If lowering all of your textures isn't enough, cutting down on meshes, and toggles would be a good starting point.
Uncheck generate Mipmaps on all the textures.
I'll try both later, thanks!
blendshapes can be quite heavy if you have a lot of them, you can remove them in blender (where they're called shape keys) or throw one one of several optimizer addons that remove unused ones
thank you~
can you suggest such addons?
in my experience https://github.com/d4rkc0d3r/d4rkAvatarOptimizer is a good one-click solution
(the nanimations thing is fun but causes weird behavior in some worlds, e.g. ambient occlusion acts as if everything that's nanimated is always there)
How do i fix this
hi, trying to upload a quest avatar right now and i'm running into this error, i cant really tell whats wrong lol
yeah i tried, didnt do anything unfortunately
look for other errors in the console
it seems its just the sdk not cooperating, i made a new project, console was a clean slate until i tried to upload
okay, but after you tried to upload, did any other error messages appear in the console?
i ended up fixing it! i reloaded the sdk a handful of times 
I just want love
I want a hard-boiled egg
could someone make me a red hood thats good ok quest
head over to the VRC Traders discord to commission people, you'll just get scammers DMing you around here.
Ok so i just ordered a quest does anyone know any good shark fursonas
im trying to find a good osaka or bobby hill skin
is there a tool that allows me to delete blend shapes in unity?
Does anyone have a cute girl avatar I could use no NSFW and quest compatible Not anime and a human?
VRCFury's blendshape optimizer component and D4rk's avatar optimizer will do those things during upload
And they are both smart about it and only touch blendshapes that aren't animated and bake in blendshapes that are set to a specific value.
I tried it and my face is stun to the spawn enlongaating my hair ears nose tongue to the spawn point xD
Which one, D4rk can sometimes cause some weirdness, but that is mostly because it is doing several things, I have never seen VRCFury's blendshape optimizer break things.
No clue, this seems like an unrelated issue.
Sticking in one space even after moving with joystick means a world constraint most likely is there, no clue why there would be a world constraint on your face though.
I guess make sure you are up to date on the SDK and VRCFury/D4rk, whichever one you used.
I made the avaatr from scratch
Those vertices have unwanted weights then
how do I get rid of them?
Select the head mesh
2. Go to Edit Mode
3. Turn on vertex select
4. Find that stretched vertex (follow the spike)
5. Press M → Merge by Distance (sometimes fixes instantly)
you got me lost. Edit from the top next to File?
At the top-left, click Edit Mode
If you don’t see it: look for a dropdown that says Object Mode → click it → choose Edit Mode)Make sure your avatar head mesh is selected
Click the model first before switching modes
Now go to the top menu:
Click Select → Select All (or press A)
Then go to:
• Mesh → Clean Up → Merge by Distance
This fixes broken/stretched vertices instantly in many cases.
If the spike is STILL there
Do this next:
Stay in Edit Mode
Press 1 (vertex select)
Try to click the tip of that long spike
Press G and move your mouse
If the whole spike moves → it’s a bad vertex (we fix weights next)
If nothing happens → it may be a different issue
Dm
hun they’re talking about in blender
i need help with rigging
hi, does anyone have a tool to help to get under the 10mb limits please?
im looking for a tool a tool that could show me which mesh or textures are too big and need to be optimised or deleted
but the actual download size not the vram usage
i use https://github.com/Thryrallo/VRC-Avatar-Performance-Tools
is there anything better?
Build size viewer https://github.com/MunifiSense/VRChat-Build-Size-Viewer
Thry is pretty good. Otherwise i also use lilAvatarUtils for having a table like view on my textures and the resolution they are at. Then i can go to each one, set the right compression method and downscale them to an acceptable level
Compression and downscaling does a lot
and it's the easiest to do
I think 6x6 is the default compression, but you can also try 8x8 or even 12x12 and see how bad the compression artifacts are, ans how much that drops in file size
does anyone know how to remove vertex colors without using blender? I don't know a lot about unity or avatars in general (sorry), but when I downloaded this avi the unity package had a script in it to remove vertex colors. It was editor-only and stopped it from building so i removed it.
The shoes still have vertex colors on them though when using the Toon Lit mobile shader. If i change the shader to Toon standard it goes away, but it only applies for one particular outfit.
The avi has a "black outfit" option, and if I enable that it changes the texture on the shoes making the vertex colors appear again.
I can't remove the vertex colors in blender without the avatar turning into a broken stick figure, even after setting the FBX scale properly. it must not scale uniformly or something.
Any help is appreciated, I feel like there's an obvious solution to this that im just missing
VRCQuestTools has something for vertex colors
you may wanna look into it
yeah thats what the broken script was from
i had to remove it cause it only worked in the editor and interrupted the build
it said "you are trying to save a prefab with a missing script"
i just removed it in the inspector panel
also sometimes the avis are just stick figures because of the export settings. You could hypothetically export your own (diff fbx name) and just copy everything over with pumkin;s
if you're familiar with pumkins that is
since you're saying changing the scaling didn't help
yeah i saw some people were saying that, ill give it a try if all else fails
or just take the shoes, fix the vertex color and add them with the armature using vrcfury's armature thingie
weird solution but could work
then just delete the old ones off the main model
thats a good idea, im more comfortable in blender than unity so ill try that
thankss
no problem ^^
just make sure if you do that, the boots still have an armature so they can properly attach ofc
I think you got help with this, but a good way to avoid this in the future is to use your Blender file as your FBX instead of a seperate fbx file. You can also sometimes fix it by resetting its humanoid rig.
don't just drop your .blend into Unity, you get very little control over how that gets imported
especially if you have lots of parts in it
Explain as I have veen doing this for years with zero issues.
Nope
very nice
I do a lot of my optimizing in blender before it gets to unity. I sometimes spend a few weeks in Blender before ever touching unity. You might be right if your doing the bulk of optimization in unity. Im not sure. Its been a few years since ive used fbxs.
I do most of mine in Blender but I export specific variants, my avatar projects have a lot of parts and options.
Oooooo whats your workflow?
my FBX files are merged down to (usually) just two meshes and a stripped down armature with only the needed bones.
You can do that during fbx export?
you can do whatever you want before export
Okay okay.
I usually make all my edits in the blend file. I find it makes it much easier to change things down the line or add to existing models without overriding, because I found it makes the skinny glitch way more common.
When trying to update a fbx.
I've never had the skinny glitch - I saved an operator preset for exporting so it's the same settings every time
but yeah, I do all my edits in Blender
Rad
I made a deathclaw with a bunch of different mesh and skin options while still staying medium on quest. It was... a journey to say the least lol.
oh cool
What kind of avatars have you worked on? I love seeing others work.
oh, missed this. nothing public.
I made a few public avatars and have more on the way. They were made with Quest-compatible options first and then I just upload the same avatar on the PC side.
I plan to make the mini-pekka as customizable as the protogen.
is the limit for quest avis 40MB now??
uncompressed, yes
why….?
what?
I have no idea what it might have been
ah alr no worries then
There used to be no uncompressed size limit, bit they added it a long time ago
Quest 2.
It was at first 50mb, but they changed it to 40mb like a year or 2 ago.
so it was 50 mb and well over even when quest 2 was out
or do you mean their lowering it to cater to the fact quest 2 is getting old
Yes.
I mean just today they further optimized their systems to give like 200mb of head room to the quest 2.
Its very irritating honestly, I fully understand that its necessary but like, they could probably put sound fx on quest if they were optimizing for the quest 3, even the quest 3s
But quest 2 is literally the most used vrheadset of all time.
when was it 50mb? I just remember there not being an uncompressed size, and then 1 update they added a limit to the uncompressed size at 40mb.
Yeah, I heard of a test avatar before the uncompressed limit that really ran with the 10MB file limit to make it something 104MB uncompressed.
Hey does anyone know how to fix a foxipaws avi I'm trouble some with bones are not popping up for the quest verison
that's really not enough info to go on
Ok so I'm not the best at this but where there is green that green is supposed to be on the brown one and it's not

are those physbone colliders?
Yes but the problem is that it's missing that one bone in the spine the green one and that is supposed to make the chest work and move if that makes sense i'm sorry not the best at unity I'm suffering
what did you do to cause the missing bone?
Is it missing the actual bone in the armature or missing the physbone component?
why doesnt alpha blended shader work anymore even though its still in the mobile section?
It's for worlds, but they just leave it in there for the avatar SDK as well because it's the same shader files for both worlds and avatar SDK. Alpha blend doesn't work for quest avatars though, it's not allowed to upload. Try using additive or multiply
i see
gyat
crazy
could someone help me with applying gogoloco on an avatar? it shows on unity but won't show in game..
You ever wanted an avi so bad your willing to
You can use vrcfury and the drag in the avatar you want it on and click the button for using vrcfury to add it
Does anyone know if the vrchat quest toon standard outline works on quest yet?
I thought that always did?
the outline was specifically not added to quest
ahhh
that sucks, they should.
its very not performant
its basically doubling the mesh
everyone does that anyway.
and?
Just saying it'd be easier than going to blender, making a copy of said model, inverting the normals, overlaying it over the original model, merging meshes.
it’s really a trade off, doing it in blender means you’ll be able to make it look better much easier, and actually control everything about the outline, even if it takes a little more effort
I do wonder if there is an alternative to get fully connected outlines though
Which is accounted by the performance ranks, the shader wouldn't.
There's a free unity tool for making quest outlines. https://booth.pm/en/items/5991591
It's in Japanese but you can just remember what each thing says. It's a very simple tool
Another Question, is there some sort of cartoon metal sheen matcap?
does anyone know where i can find a enterprise azur lane avatar for the quest?
define cartoon metal sheen
cause there are several different types you can find on google images
poiyomi comes with some matcaps in the package
Like.. Think of a sheen of light in "\" like light gleaming across a polished metal.
that still doesnt narrow it down
I can't properly describe it's like over the top sheen that's slanted with white lines
like the knife on this character someone pieced together.
There is an effect that works like that but, sadly, its not a Quest shader
this will sort of work but not on every angle.
thx
on toon Standard Set this to additive
unfortunately, nothing there is very helpful
Check the validations, they are in the SDK window under alerts. That will tell you what is preventing upload
Does Anybody Have Cherribun/GhostBunBun's New Avatars? Like The New Sonic Heroes Avi's
Got kicked out the avatar discord bought 2 avatars wanted my ticket open and they kicked me as a paying customer
So need new buyer
if you're looking for models you can look on sites like Jinxxy,Payhip,Gumroad,Booth or make a post in #1138520828556890214 with descriptors and example images images (if you're looking for a specific type/style)
wondering if someone could help me with my avatar, i prefer to vc so its easier
Payhip discord kicked me for not wanting my ticket closed also the helper was rude to me I wished her a bless day for ll the night things she did for me and was so rude to me I bought 2 avatars but I kept the avatar very well made
Does anyone know how to fix this?
I can't upload avatars anymore. Any project I open even if it's a different model, it does this!
The vrcsdk just doesn't let me upload onto vrchat platform and only online
😭 I've also seen other people recently have this issue too. I just started going back to unity.
Someone pls help
This error doesn't prevent upload. Something else is wrong.
Unless this is your first time uploading this avatar and there's a blueprint ID, that's most likely a side-effect error, post the first 2-3 errors from the console. See the first pinned message in #avatar-help for help on how to show us what's needed.
3rd error, missing script. By the name I'm guessing you didn't install either VRCFury or GogoLoco.
Ah, I removed vrcfury to see if that was it, my bad let me add it
I don't know why I can't upload to my vrchat account
make sure you don't have a blueprint ID in the Pipeline Manager component on the avatar root.
I don't thats the weird thing
Ok then it's a side-effect error and not the actual root cause. I don't see what else it is from just this.
I'm not sure what you are showing me here?
I mean, there IS a message there that tells you what you should do - go do that first?
Uh, I'm not sure what to do for that
... put a name and thumbnail?
OH I'm embarrassed
Im so sorryy
Thank you so much :,) Ive never used this verison of unity since recently
Can anyone upload an avatar for me? I'm not quite sure how to make it quest compatiable
You need these to upload
I need friends 🥲
what worked for me is just goofing around in publics
perhaps you want to do that in #vrchat-general-1 - see the topic here.
yeah this is avatar channel
By chance is there Anyone that can help me with a seat? I put a seat on my avatar but no matter who sits on it, they sit a foot above the box and I cannot figure out how to adjust this, I've watched a ton of videos and Chat GPT'd like crazy lol
are you running the beta client?
Not sure what that is. I'm on quest
So I jsut got it to work somehow and I don't know how, but now when he moves, the person on his lap moves too but he like drags behind him, is there a way to do that?
Can someone tell me, which toon shader I need to use so quests people also can see my avatar?
probably you need to reduce that size first. But the valid mobile shader list is here:
https://creators.vrchat.com/platforms/android/quest-content-limitations/#shaders
This page will describe various limits in place for the Android version of VRChat. These limitations are in place in the interest of performance, user safety, and discouraging malicious behavior.
can somebody please make a good Cloverfield avatar for vrchat please
Is Vrchat crashing for anyone
Yhh
Hi
yoo can someone dm me to make me a custom avatar please! ❤️ in need
this isnt a commission server all you are going to get are scammers
oohh alr thx
Im so good at this avatar thing
can someone make a mobile-friendly version of the cursed pikmin graelyth made
Search at #1138520828556890214
the default vrhcat toon shader should be fine~ you can also try reducing the size of your textures, etc
I recently bought the Mayu and was following the tutorial step by step, but when I go in to play test mode, I keep getting this error. I'm pretty new to unity and stuff, I've only ever made minor edits to avatars before
this is a problem with how GogoLoco was installed in the project, perhaps you didn't import the package for it.
I can try that
oh very nice
I love how it says I can't use the Alpha Blended in Quest avatars but it also says I can only use shaders under VRChat/Mobile when the Alpha Blended shader is under VRChat/Mobile/Particles/Alpha Blended.
exactly! that's my fave too! 😂 make it make senseeeee
The website docs have more detail, but you can't use any shaders that do alpha blending, no matter where they're located. And some of them are world shaders, rather than avatar.
But yes, that message is pretty stupid
It is there to be an optimized mobile world shader, it and lightmapped, neither of which can be used on avatars.
And for whatever reason they seemingly can't make that clearer, they really should just hard code in a specific error message when either of them are used on avatars at this point.
yeah - moving them around would probably confuse things, so just fixing the error message would be great
With how generally easy it is to edit a shaders location without messing with anything it just seems like there has to be another reason why they haven't been moved, not sure what it could be though.
Wouldn't it make more sense to split the shaders in a Worlds and Avatars category in VRChat/Mobile so that it's not confusing for new avatar creators?
Honestly yeah, that would probably make things way clearer for newer creators. A lot of people don’t realize some shaders work only for worlds while others are optimized for avatars/mobile, so separating them into categories could reduce confusion and help people avoid performance issues early on.
Since they haven't we are left to assume that it isn't that trivial for whatever reason.
All it does is cause confusion really, not performance issues.
All the mobile shaders do work on Quest worlds after all and some of the ones generally used on avatars work quite nicely on worlds as well.
Well the world ones don't work for avatars so... It causes confusion
Yeah that’s fair honestly.
It’s more of an organization/clarity issue than a technical one. A lot of the mobile shaders are perfectly fine in Quest worlds, and some avatar shaders can work great in worlds too. Splitting them would mainly just make the menu less overwhelming for newer creators trying to figure out what’s intended for what.
Oh my lol
you can stop spamming the channel now
if it lets me upload an avatar to quest with decent amount of physbones, does it necessarily mean it works in game?
No, the SDK should stop you before you go over, but if you manage to go over the limit then all physbones are stripped, meaning the avatar will upload but it won't have any physbones.
You can check in the validations, the stuff in the tab under the name and stuff, and it will tell you how many physbone components, transforms, and collision checks you have. The hard limit is 8 components, 64 transforms, and 64 collision checks.
the sdk used to prevent upload when the physbones went over the limit, it doesn't anymore. Its annoying to accidentally forget some physbones but working this way allows tools like VRCQuestTools to function without breaking the sdk tos and overriding the upload limits. Because the tool works by changing everything on upload, so before upload, the avatar does not meet the requirements for quest, but the finished product will. So when the sdk was preventing upload, the tool had to do some shady things to bypass the restriction so that it could start the upload process, and then make the avatar follow the limits.
Can somebody recommend some cute eboy avatars for me please?
Because I'm struggling to find one that's not covered in tattoos and built like thragg
is it possible to use facial stickers for animating the face? trying to use this psuedo optimized model as a test for making my own uploaded model
Model in question: kyomin
ooh Kyomin is pretty neat
problem I'm facing is the face stickers
everything else is whatever, but converting the poiyomi shaders to mobile makes the stickers not work right
I have that model somewhere, just never got around to looking at how it's setup
if you are able to, can you help me figure out how to make it better compatible?
this is what I have so far (I did a few changes to make it more my own like adding a skirt and making the coat double sided and removing the arm bands completely)
I've temporarily made the face decals into a material
similar logic to the glowing parts
I got rid of the splashing water particle system because that is one particle system too many
yeah I don't really have any advice as I've not really looked at the model yet
also how the original mat should work in poiyomi
so I would use vrchat > mobile > particles > multiply to get the black bits. I assume the stickers are cutout right? So take all the textures used in the decals and combine them in an image editor so that the stickers are black and the see-through part is white. then use that combined texture for the multiply material.
The thing is with these stickers is it is aninated for face tracking
like the tiling/offset? or how are they animated?
Yes like that
ok. You will have to find the animations that controll the tiling/offset, and copy them and change them to control the tiling and offset of the new material.
if the multiple layers are having different values, you might need to create seperate layers in blender so they can be animated speratly.
My unity project is opening for the first time - installing all the things - so I can get back to you after I poke around and investigate. Do the stickers come with the free base model?
Yes it's part of the model
It may look slightly different than mine as I've edited the base texture appearance
installing poiyomi in the project, its going to be a couple of years
Along with several minor adjustments to clothing
as long as the facetracking and stickers bit is the same thats ok
I just need to see how it works, and see what all would need to be done to get it functional on quest
if the textures are decals specifically so that they can be tiled/offset in different directions, then we might need to go to blender, and duplicate the mesh layer the stickers are on for each separately animated decal. If the animations snap rather than flow then maybe we could create a material for each animation state, which would be complicated and alot but maybe
Worst case I'll jump into Blender and manually add mouth tracking parameters since there is mouth inside too
so it seems to be the alpha map that is animated that changes the eyes for the facial expressions right?
you said face tracking, did you mean just facial expressions?
I dont see any FT version of the model in here
It has a mouth inside
So in theory I can cut a hole in the mesh and make the basic mouth tracking
I didn't see any mouth shapekeys other than jaw open on the body itself
oooh I see what these bastards did now.
they used alpha cutout to just render holes in the mesh to make the mouth move and stuff
this makes things complicated
Is that why it works like that?
this still the Kyomin? I kinda thought it worked via lots of shader trickery
so there is no 'mouth' opening in the mesh I don't think, it just makes the mesh have transparency for the mouth hole to open and close
oooo these guys
I dont like this
That explains why I'm so confused how the eyes work
So I need to add eye holes and mouth holes is what I'm hearing
And do manual shape keys in Blender
jail time for this one. jail for 100 years.
yes, we likely need blendshapes
unless
hmm
no wait
I have an idea
still need blender
but instead of cutting holes, we will assign a new material slot. One for the mouth, one for the eyes
and leave the uv alone
and then all the animations need to be converted, but then those sections can be additive (vrchat > Mobile > Particles > Additive).
and then its just chaning the tile/offset of the texture.
actually, the eyes and mouth might be able to be the same mat
because its one alpha map for the both, so its probably all linked up
I'm a bit worried about the use of materials rn because 1 for flame, 1 for water, 1 for base, 1 for clothes, 1 for the reflective glowing parts
That's already 5
And adding one more just for the face makes me a bit worried since 4 is recommended cap
how many of those are on most of the time?
for quest, its alright to have like, 10. Its not like they are all enabled all the time.
dont worry we are cooking
I still like to have it somewhat optimized if possible
if its on quest, you've optomised. Congragulations. The performance ranks for quest are ridiculous. a 32,000 poly excelent PC avi is Very Poor on quest. its just not worth it to care about the ranking on quest. But Very Poor still performs well on quest, considering quest users will have 3-5 avatars enabled at a time regardless of performance rank to keep the game running.
this avatar is very optomized, even if we add some mat slots and maybe another skinned mesh render
ok so heres the face on quest (clothing not converted)
it has a third skinned mesh, for the eyes and mouth
this mesh has 2 material slots, one is additive to control the cutout, the other is multiply to add the lines
I converted the animations as well, it was pretty easy
@fast sundial quest facials
Ehhhhh how did you figure it out so quickly?
experience
the animations, I just made the facials offset and tiling the same as the alpha mask offset and tiling in each animation. Then the issue was the additive shader is a bit emissive, so I made the base body emissive.
For this did you need to do anything in Blender?
yes
first, I seperated the parts of the mesh that include the eyes and mouth. Then, I also did a body outline just now but I kept it one skinned mesh for optimization. also one material, just edited the UV
facials
body (outline merged)
one material
I just took the UV for the outline, and made it really small on a black part of the body texture, so it would be able to use the same material slot and be the same mesh
I have a patch for you, if I may DM (it would have the modified fbx, the prefab for unity setup, quest materials, modified animations - which work on both the PC and Quest version, and additional textures that I edited to make it all work.)
you would just need to make your edits to it like you've done to the PC model.
as for the markings, the emission kind of covers any detail or color change layers on the Toon Standard material, you might need an overlay mesh for the markings (they are very simple, so it shouldn't be too many polys to do that, you could just bake the marking configuration you would use most often into the base texture though)
Will there be a new avatar ranking system specifically for quest?
yes
numbers will be adjusted for quest. don't have that finalized yet as we haven't really done the same research on perf impact just yet-- its harder when you can't run Unity Editor and look at frame timings on the target hardware easily 😛
I know that I can make every single one of those recommendations except for 1, as my avatar needs some extra bones for an eye tracking trick
But it would just be a couple more bones, so I'm not sure how bad it actually is.
I can see if I can remove some. I already have an "excellent" version of my avatar with removed dynamic bones, but its not under 70
You can connect unity profiler to Quest hardware https://developer.oculus.com/documentation/unity/latest/concepts/unity-perf/
(Actually VRChat might require a pinkie, I don't remember)
Do end bones count on the bone count? Maybe I can delete HeadTop
My Solidus model will be able to run in quest version yay
The bone count is a recommendation. If you need a couple more for stuff like that you should be fine
and by "a couple more" i mean literally like 2-4 more, not 500+ bones because you're too lazy to merge your giant skirt into the hips 
there's no limit with animations right? facial expression gestures shouldn't be any different?
I do an eye tracking trick to get 2D eye tracking where I use a bone before the actual eye bone to squish a pupil to a flat plane
I also use fake eye bones LeftEye and RightEye to activate the eye tracking
Don't have specific answers for that yet @iron tendon
Btw is it only 5000 Poly's and Below Or can you go a little bit higher ?
5000 is our recommendation. You really, really should aim for that number.
KK got ya
We'll likely implement a technical, unbypassable limit at some point but it probably wont' be too much higher than 5k
So like 7.5k at max?
don't know, like many things, its up in the air.
We gave as much information as possible in the info given in #quest-info
I'm a low poly modeller so this is great, my avatar is 6k, it wont be hard to get that down
I few this as an optimization challenge! i will do my best @fluid kiln Salutes
i believe in you young shiba
Going to be a lovely challenge trying to get a traditionally MMD based avatar down to that, but boy I am going to try. XD
Never had a need for optimization since the models I use are like 5 mat's max and 12k poly usually
Oh MMD is going to be exceedingly hard. So much so that I'm probably just going to make a low-poly version of my avatar from scratch.
For rigging / bones, keep an eye on vertex influences. If you have a lot of vert influences for PC version, you may experience some glitchy-looking skinning on Quest
I use game models
You'd probably need to just create a new base from scratch
I'll try to get my uganda Shiba down to quest levels. It must be the first meme. 😛
Yeah, I was already moving towards making my own base and honestly, it'd be easier going that route with the Quest, but still a fun challenge to try and get a TDA base down to 5k. It's easily doable. Just a shit ton of re-topo.
question about quest though, are avatars still using the visemes?
@twin pebble I think someone already made a 1 triangle mesh to prepare for Quest :p
I believe the lipsync tech being used works on mobile
We've neem memeing for a while what PC avatars would look like on the quest. XD
Yes it does Chris
in terms of current avatar ranking at what rank will avatar no longer be ok for Quest ?
Technically speaking our "Excellent" rank on VRC PC is already way beyond the recommended numbers for Quest.
I would ignore the PC ranks for Quest content and instead look at the information we've provided for polygon count, materials, draw calls, etc.
are performance ratings likely to still be a thing on quest?
Yes, but the numbers haven't been nailed down yet
looking through unity documentation. what is the best way to check for draw calls?
Game view is a good start
@twin pebble check the Render Stats window .... Basically aim a scene camera at your avatar (make sure to have it fully in view) and expand the stats window
But i think that at least one draw call is from the actual scene
You can get the profiler in there as well
But you'll have to profile with and without your avatar enabled for best results
if i upload a completely different avatar for quest, what will show? will the bones break?
Can I request the ability for avatars to have a finger pen or way to write (snail style pen), on a toggle of course. For quest users, this might be the first time they have ever written or seen people writing/drawing in vr.
That's probably a good thing for the game in general
A drawing board that you can enable and have others see, with synced contents
are animators going to work? a good replacement for dynamic bones for avatars with long tails might be to animate a tail swish for example.
The snail marker solution is hard to set up and is quite inconsistent
@rocky matrix they recommend only having the default humanoid bones because every bone adds a bit more work for the mesh skinning process.
tupper also said a couple more would be fine, 2 tail bones to make a squish would be worth it instead of a tail thats still the whole time
I don’t think some additional bones need a lot of calculation. It is nice to have a couple of additional bones for tails or something else.
i personally need 4 extra bones for my 2D eye tracking hack
wait... hold up. So if I make an avatar that has two versions and each works with quest and PC. The PC people will see the PC version of the avatar and the Quest people will see the quest version of the avatar? This is basically a LOD style for avatars?!
wait really?
idk im asking
I think so
ok, that makes sense in the doc where it basically said the quest says "imma quest, send me the quest version" server go "ah here ya go!"
Yeah that's how it works
What I'm wondering is if I should enable GPU skinning or not, it says it's only supported in VR builds and is experimental
🤔
this could open up a new market.
👉 😎 👉 "hello there fine fellow!! i see you have a custom avatar! but i've noticed it's not optimized for quest! with a small fee i can optimize your avatar for the quest! wadda say?!"
I think it is super hard to optimize 50,000 more tries avatar to mobile.
not if you re-topologize
Gpu skinning is a project setting and has no effect on the upload. Vrchat has to tweak that on their end and I'm sure they have optimized settings
and get creative
Oh, I'm getting this issue when trying to upload an avatar.
I switched my target platform to Android
It keeps doing this every time I try.
You might have shaders or other assets not compatible with android
Check console panel for red errors
It's using Mobile/Diffuse
Most shaders designed for vrchat are not compatible (often they even deliberately specify they are not)
I do get errors like "Not supported on android platform"
But it doesn't say which file.
Only points to an error in the generated vrca.
Then something is not supported. Also check the default materials on the fbx
If you are overriding the materials I heard it may still reference the original from the fbx / prefab
Never could figure out how to validate if that was real
The default material on the FBX is also set to use Mobile/Diffuse
ApiFile file_800e3c32-11ab-40d1-b6b6-fec2a7748cd3: Error: Failed to optimize file for upload.
Not supported on ANDROID platform.
UnityEngine.Debug:LogError(Object)
VRC.Core.ApiFileHelper:Error(OnFileOpError, ApiFile, String, String) (at Assets/VRCSDK/Dependencies/VRChat/Scripts/ApiFileHelper.cs:1424)
VRC.Core.<UploadFile>c__AnonStoreyA:<>m__5(String) (at Assets/VRCSDK/Dependencies/VRChat/Scripts/ApiFileHelper.cs:326)
VRC.Core.<CreateOptimizedFileInternal>c__Iterator1:MoveNext() (at Assets/VRCSDK/Dependencies/VRChat/Scripts/ApiFileHelper.cs:1205)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
That's all it'll give me
using latest beta SDK i take it?
wild guess is the apifilehelper trying to load a file android doesn't like
I removed the FBX and reimported it and for some reason that seemed to do the trick.
¯_(ツ)_/¯
ayyy
is there a mobile toon shader?
I think I might just have 2 projects 1 for Android and one for PC. The switching doesn't sound that perfect hmm
Well there's Mobile/Unlit but I don't think a built-in toony shader exists yet
They said they are gonna look into having one installed. As Quest is limited to build in
gonna use Unlit and just paint the shading in for now
i personally don't like the toon shader but i know a lot do, might be worth it for vrchat to make a mobile one and support it
You can’t use custom shader, so you have to stick with unlit or diffuse...
i personally use standard for everything
you can make a cheap toon shader with a custom cubemap and reflective family unity shaders
I made Reflex Shader which is common on Booth avatars, but it won’t be supported on Quest. I can make a light weight one if they whitelist it.
with a matcap like this https://blog.felixkate.net/wp-content/uploads/2017/01/MatCapMap-150x150.png
It's weird, you would think that Unity would have some sort of very simple flat lit/toony shader built in
Even if it's just an otherwise unlit shader that tints itself to the ambient light intensity
That would be nice to have on Quest.
@twin pebble that is an exceedingly interesting idea re: "nice avatar, lemme optimize it up for ya"
it would be cool to see a blender thing that can spit out a version of the avatar thatll work for quest, even if its terrible
like something in cats to just automatically decimate and atlas
A tool that decimates only vertices not contained in a shape key would be neat
Cats actually already does that to a degree
The documentation mentions nothing about gesture overrides etc either. I assume that will be revealed more down the line too?
Cats can do that.
I'm concerned in regards to a quest user triggering gestures they can't see for PC users. Like those annoying Zoom shaders and other kinds of effects but having no idea they are doing it.
However strictly decimating a 20k polygon avatar to 5k results in utter terror
yes you got to do proper proper retopology
One automatic decimation later, nice. Don't do this.
like see where you can remove edge Loops before resorting to that
is there a good plugin to quickly remove edge loops
no that's not something you can automate
at least a way to remove them faster than selecting one by one
I'm afraid making your 50k polygon avatar work as a 5k polygon avatar is gonna require a lot of work yourself, such avatars usually can't be helped with automated tools.
if you're ok losing skinning and visemes, I was able to make something decent in a short time with automated tools.
those are kind of deal breakers
I got that too, but I'm not very OK with that.
You can make something decent if you put some handwork yourself in, but there's a limit
you can re add simple visemes with a single blend shape, and for skinning break it apart and have it be rigid but arms attached to arm bones etc
but taking such a poorly done and heavily decimated mesh through mixamo or rigging it is going to make things completely fail so it would need to be rigid
I might still prefer that over starting with a different low model that I don't like.
what does your avatar normally look like
Who's avatar?
I do hope they bump it up at least a little from 5k
Maybe 7.5K
what difference is that 2K going to make
oh I use your standard mmd models, decimated either to 30k or 20k verts
take any TDA model and see if you can get it down
It would give a little more play space for some things.
I'm currently optimizing my avatar, this is what it looks like normally:
and 9k would give even more. I have an avatar I decimated down to 10k because I wanted to allow for a model swap back in the 20k era and didn't know hidden models do not count at the time
mine shouldn't be too hard to work with as it's a darn hyena Avatar
I'm dropping the shaders and going with textures and see what I can do.
flat lit toon type shaders allow you to get away with more than a standard shader
because you can't see the polygons anyway
basically only concerned with the silhouette flat lit
(ability to do extra decimation is a good performance related argument to allow us to use toon shaders on quest.)
I'd probably give it a try later using Unity Chan
Just to confirm, Do/will we need a oculus go to to merely upload android builds of of our existing content?
heavily recommended
I don’t mind making content for the platform but am not interested in owning it
I'm not buying a Go nor a Quest, but I'm interested in making at least my own avatar Quest compatible
I do hope they're making some way we can do that without owning a Quest
kinda hard to test performance when you don't have something to test on
I can just make avatars within the spec.
I suppose we can poke around to see if anybody is willing to be our guinea pigs
FairPoint
I don't recommend buying a go for the few months span we have to use it only for it to go obsolete and need a quest anyway
I'm guessing the go more just if you had it laying around
Yes I think If you have a friend with a go or have one yourself
But otherwise it's not a good use of money: probably would be cheaper to commission someone who has it than to spend the cash for basically a one time deal anyway
I can understand wanting to test for worlds but but as long as you have any vr I’m sure you can reliably make Quest avatars without quest just stay within spec and test in any pc headset
As long as you understand the limits
Well kind of but this is the only supported android vrchat platform you can buy. Shaders might work differently on android
And understand you are not loading the android build
I mean I already make of avatars that I’ve never worn myself I just have the process down lol
I'm done trying for the day, I've had some half-decent results but I'm gonna need to learn some more to get a proper 5k model working.
Sorry, I've already closed it. It was just a test.
It was about 5k, a few hundred under it.
Most detail preserved in the face and hands, least detail preserved in the body. Medium detail preserved in hair.
It wasn't great, but it was a start.
that's a decent first attempt
I would suggest you look into low-poly facial and hand topology as those are the areas that are going to require the most work n and rigging good
Yeah that's for sure.
I'm gonna need to do some more homework, I haven't got the skill to make it proper right now.
Face has a ridiculous amount of polygons, I think the face alone already count for 5k
definitely do research into low poly head topology
5k triangle. even mobile game with humanoid avatar hardly have that. Its more around 10k and less
so how are we gonna handle the clippings of the model when reducing the poly count to 5K or less for our avatars?
i tried decimating my VRChat avatar to a little less than 5k on blender, but i have some clippings for the model
since it 5k and less we need to use double side shader then
Or you just retopo properly instead of decimating so you can focus your polys where you need them.
Or create bespoke avatars
so this a a 5k model with his original 7k https://gyazo.com/b2526fa614f33afe88241bed8286e0c2
what your avatar with 5 k look like. for me i needed to delete accessories and double mesh
is it tris or polys?
so are shape keys safe for Quest optimized avatars? or do i have to remove some of these for my avatar? (or in this case, delete all of them)
That's a really good question: shape keys actually contain a lot of data potentially and many avatars like from mmd have tons of unused extra shapes Shape keys are not processed unless they are set I think, but they probably do consume memory
So the easiest way would be every one in swim suit and short hair https://gyazo.com/f6a25706ca86b1e38fcbf379a913f1a3
oof. my hair is probably becoming more square now!
good luck, its going to be a massive challenge getting pretty much any MMD down to reasonable levels 😃
I think 10k would be more reasonable. 5k is pretty low
Do we have access to the usual fallback shaders for toon style avatars like Toon/Lit?
It doesn't have to be the same toon shader as desktop, just a simple toon shader designed for mobile.
perfect avatar for quest is ready https://i.imgur.com/z6PAPiW.png
this should be the new default
and it looks like i might get square-ish, but sharp claws for a human. i'll find a little work around.
potato fries fingers? kinda like Eyerok in SM64
pretty much
@dry zealot cant argue with what the quest wont run
looks like optimizing my MMD avatar for Quest with good results is really hard
i see
body 3k
Do both the Quest and Windows models have to be the same scale/use the same armature, or is it okay if they’re drastically different?
I imagine it'd look the same as when we used to get avatar ID collisions if the armature is way off
so do I just switch to android, then upload and done?
here you go 5k poly in all its glory https://gyazo.com/115cfe9f7a7341868e5841abe52305a8
it's like VRChat on the N64!
Nice @dry zealot !!!
made those kind of model back when the bowsette meme was the thing https://gyazo.com/2a0a6f558f98385080a2920ab1ee4a34
5k is not that hard if you dont have to much going on. on your model
however 5k is very difficult for people who don't understand retopology, and many people just put together anime stuff and call it a day
yeah
so any tips on how to optimize MMD avatars while in blender?
i don't think i can do it in Unity
optimizing the mesh? or other aspects
@dry zealot is doing really good in optimizing avatars for VRChat Quest
yo
your best bet is something like the calfs and the arms to really look at and dissolve unnecessary edges
stuff like fingers too
just understand that you still want to keep some detail at the joints so they bend well
the most difficult part is the face. a lot of the face is very complex
i don't want my hair and face to look all square looking, right?
right but you can still select many loops that are too detailed and dissolve them
the model above is a great example
understanding the placement of these lines (which is commonly called topology) really helps you understand where to and where not to remove edges
mouth and eye movements take some detail to look good, but something like a leg only really bends at the joints
most of your tris are really going to be coming from hands, chest, and head
if you have a hi res version of your mesh, and wouldn't mind re-uving and texturing (which is a bit of a long process), pick up retopoflow and learn how to remake the topology from scratch
and from now on as general rule of thumb: optimize your avatars for quest in such a way that they can be scaled UP to the PC version really easily because it's a pain scaling them down
@delicate cipher To avoid clipping, don't decimate models. Retopologize them
Or manually chose unimportant verts and collapse them. Delete hidden faces. Automatic processes never account for beauty
Often models just will need to be redone from scratch while tracing over the original, consider it a learning experience!
Retopoligizing other people's models is a great way to learn how to model
(just remember the result still isn't your IP)
Any good places to start learning how to retopologize? Is there any tool that helps or is it all manual. I tried something in blender way back but it loses all uvs/texturing
I rapidly dissolve some edge on the left chest part and save 50+ tris. the uv move a little but its easy to fix
could be better but. whater it was just a test
Interesting. Dissolving edges works better than dissolving vertices?
Any good places to start learning how to retopologize? Is there any tool that helps or is it all manual. I tried something in blender way back but it loses all uvs/texturing
@waxen torrent check out the github page for "Retopoflow" for a decent blender plugin that helps with that. However, learning topology all comes down to just learning. Use google images (or even look at other models) to understand loop flows! (I often google "head topology" and get tons of results. you can copy that for good results!)
I always start with the head, and work my way down
For arm loops you generally want 8-12 vertices per ring. You can collapse down (or up) to get there; in the images qb is sending you can see a great example of how to use triangles to collapse and add rings
just hope we can use double side shader. :/
i hope so too
It's there just... grey so maybe.
A tutorial showing the basics of retopology with a timelapse of the process. retopology quick setup guide https://youtu.be/ovfKYtLWMqM Videos in playlist: Ba...
@vapid girder Double sided GI is not backface culling
don't all the mobile shaders have backface culling by default?
can someone dm me and explain this whole quest avatar thing going on and what exactly is the difference between quest models and pc models?
Early Release Document: Some details will change for launch version on Quest Oculus Quest Quick-Start Guide Create, Share, Play.
TL;DR: Quest Worlds/Avatars have seperate versions. For both versions to see them you need a version for both.
that sounds really confusing
basically just provide a lower detail version of the model for the quest
or you get stuck with the Red Man avatar from their perspective
but like its confusing do you need like both active at the same time or
and does quest need to have a higher detail vers for pc
ick its too late at night
you just need the two versions uploaded to the same ID in the VR chat client pull up the relevant model depending on platform
you could upload the quest version to both of them if you didn't want to make 2 if you're okay with only having 5000 triangles
if you look on the vrchat.net/home site on a world with both versions it actually lists supported platforms, being android and standalonewindows
ok that makes more sense
you can still butche the topo wher eits not moving
dont
and... why not?
nvm . this is what peak of performance look like
The quest is just gonna have a bunch of PS1 and 2 characters


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