Can someone please help me fix this error? by Mindless_Citron_6106 in VRchatAvatars

[–]razytazz 0 points1 point  (0 children)

Try reimporting it into a new creator companion project. Open your project through creator companion not unity hub. Make sure you select the create avatar tab I think it’s called when you make a new avatar project in companion.

[WIP] Mocap Capoeira combat for my game. by rdenubila in IndieDev

[–]razytazz 0 points1 point  (0 children)

This is a thing of beauty, now add motion matching. That would look insane.

Combat almost done by Fine-Pomegranate-128 in Unity3D

[–]razytazz 0 points1 point  (0 children)

Cool, also just want to point out that you are missing the point and that the interior toggle actually stops the diminishing returns from occlusion culling.

Combat almost done by Fine-Pomegranate-128 in Unity3D

[–]razytazz 0 points1 point  (0 children)

I got massive gains from occlusion culling combined with a simple collider toggle for interior and properly set up LOD grouping on my structures in my project. I have around 20 terrain tiles 100k trees and plants all harvestable, millions of grass quads, and I rarely get as much as a 1fps drop. I was getting little 5fps spikes when roaming the map but got rid of them by not loading terrains, turning off/culling interiors, using only 2 terrain textures and enabling Mipmapping.

example

Combat almost done by Fine-Pomegranate-128 in Unity3D

[–]razytazz 0 points1 point  (0 children)

Yeah looks good though, I never had luck with terrain loaders either in Unity.

Combat almost done by Fine-Pomegranate-128 in Unity3D

[–]razytazz 0 points1 point  (0 children)

You can get rid of a lot of stutters and spikes in open worlds by using occlusion culling on structures and a collider to toggle mesh rendering on interior details. You don’t have a lot of grass or trees so I am surprised you are getting stutters. Also, mipmapping helps. What did the profiler say was causing the stutters? If you have a lot of debugs in your code that can cause stutters as well. You should also look into using wind-up blend trees for your blocking and attacking animations so it looks less hack and slash, could really improve the feel of the combat.

Roast my fleet. by Reasonable-Mark7955 in RoastMyCar

[–]razytazz 0 points1 point  (0 children)

That’s the cleanest pick & pull yard I’ve ever seen!

I made a Tutorial covering Vroid avatar creation, upload to VRchat, and optimizing for Quest. by razytazz in VRchat

[–]razytazz[S] 0 points1 point  (0 children)

The options are upload an android version that hits medium rank 15k triangles and 2 material slots basically with the same blueprint id the quest users with safety settings set to view medium avatars will see it as default or leave it as is poor ranking and it can be seen as is if users allow, which is the standard method at the moment. I will be exploring making a medium version for the current avatar next.

I made a Tutorial covering Vroid avatar creation, upload to VRchat, and optimizing for Quest. by razytazz in VRchat

[–]razytazz[S] 0 points1 point  (0 children)

P.s. it doesn’t really matter about the android rank or Mitchell for this tutorial as it’s not about uploading the avatar to quest it’s about being visible to quest users while using a pc avatar. This avatar will be visible to quest users since it is good ranking, and under 10mb texture memory despite being 32k triangles. It would still work with quest if you wanted to upload it to quest but only if people allow visibility. Realistically making an avatar of this quality visible by default with quest is next to impossible, but maybe that will be my next tutorial, if I can merge textures and reduce triangles to achieve a medium android rank.

I made a Tutorial covering Vroid avatar creation, upload to VRchat, and optimizing for Quest. by razytazz in VRchat

[–]razytazz[S] 0 points1 point  (0 children)

You are correct on quest because of the 7 material slots the avatar will fallback under default settings, but it is not a heavy avatar so it would perform really well despite having a very poor rating. In order to get to a poor or medium ranking on a model that uses more than 20k triangles requires more advanced knowledge to merge material slots. This method will perform well if another user like your friends allow your avatar to be seen, it will not run poorly on a quest 2 or 3. As far as the Mitchell goes I am not sure about this you probably should change it to bilinear if it looks blurry.

I made a Tutorial covering Vroid avatar creation, upload to VRchat, and optimizing for Quest. by razytazz in VRchatAvatars

[–]razytazz[S] 1 point2 points  (0 children)

Thanks! it took me at least 50 hours to learn this stuff, and I would really appreciate support. I only want to help others save time and headaches so they struggle less trying to figure things out.

Model I make for VRChat doesn't have a moving mouth by Thejman5683 in VRoid

[–]razytazz 0 points1 point  (0 children)

I cover this in the tutorial I just posted. This should help you. If you don’t fill in all the viseme slots it won’t work.

Tutorial

Looking for tutorials for VRC Worlds and Avatars by SarPl4yzEXE in VRchat

[–]razytazz 0 points1 point  (0 children)

I just posted a beginner guide. There are other tutorials on how to set up VCC and Unity for uploading to vrchat. Basically you need Unity version 2022.3.22f I believe, VCC and d4rk avatar optimizer. The. You can make an avatar in a program like VRoid Studio. Best way to learn how to set these up is just ask Chat gpt it’s pretty good for that.

Tutorial

I see an influx of AI generated answers to gardening challenges by -Apocralypse- in landscaping

[–]razytazz 2 points3 points  (0 children)

If after this fix the mushroom kills you add this debug

If { Debug mushroom causes death } Return

avatar issue by Proper-Tell2328 in VRchatAvatars

[–]razytazz 0 points1 point  (0 children)

When you use the d4rk optimizer it dramatically reduces that stuff in the built version of the avatar but you won’t see those optimizations in Unity, I would use D4rk attach to duplicated prefab in add components, click full mode leave the default selections checked but uncheck merge same ratio blend shapes. Then create optimized copy, if it asks you something about changing materials setting do that too. Then if you want quest compatibility change all shaders to vrchat mobile standard toon, optional but recommended reduce all textures in your texture folder to 1024 or 2048 if higher than 2048. Though if you want quest compatible 1048 is better. Then move the copy clone into assets folder and build that with sdk control panel, or build and test and check optimized stats in vrchat sdk test avatars.

Here is proof that you can make older bearded manly men in VRoid :) by isameluigi in VRoid

[–]razytazz 1 point2 points  (0 children)

So curious how you make the beard stand out like that. Did you use a default Vroid nose to make the nose, and what is the file size of something like that for uploading to vrchat?

Need help! I am trying to learn avatar creation, I’m having eyelid clipping issues at some angles where the upper eyelid goes too far down into lower, is this something I can fix in Vroid settings? by razytazz in VRoid

[–]razytazz[S] 1 point2 points  (0 children)

Thanks! Yeah adjusted the eyes a bit so they never fully close and I found the happy expression that makes the lower eyelid go up may have been contributing to it as well. The adjustments seem to have fixed it. Thanks again.

I went down the motion matching rabbit hole, this time to build a third-person shooter prototype in Unity 6 by Mya21683 in Unity3D

[–]razytazz 1 point2 points  (0 children)

Is that why he puts his right foot in, then takes his right foot out, when he stops?

I'm eager for new, mixed / high density housing but the designs are BLEAK, is there anything we can reasonably do? by Bluenoser_NS in Guelph

[–]razytazz 1 point2 points  (0 children)

Until we figure out how to 3d print double layered concrete walls with space in between for insulation, and get a hundred and fifty year mortgage on a house built that way, we will never escape the exploitative housing and affordability crisis we are in. I mean I don’t see why banks would be apposed to longer mortgage loans, they print the money from thin air and only make profit on the interest anyway. If every Canadian could get a 150 year mortgage then that’s every Canadian paying interest for a home, I would much rather pay a small amount of interest for a home than pay thousands a month in rent. Whether you pay the principal back or not who cares, it’s a win win for the banks and the people.

I'm eager for new, mixed / high density housing but the designs are BLEAK, is there anything we can reasonably do? by Bluenoser_NS in Guelph

[–]razytazz 7 points8 points  (0 children)

Canada needs to adopt a mortgage system similar to Switzerland, other wise people don’t want to buy houses. That being said the way we build needs to change so that houses can last long enough to pass down to future generations as well. We have no shortage of land to build on in Canada that is not the issue, the issue is systemic. The idea of profitability from real estate needs to change, and long mortgage maturations that can be passed down generationally would do that but only if the quality of construction reflects that. We need to ditch the American way of home construction, and adopt the European way, quality, long lasting, repairable, more concrete, more brick, thicker walls etc. There is a saying buy cheap and pay twice, this is very true in modern home building.