0:30 I really wish that VR Chat had an auto quest thing, like it would just automatically attempt to make a quest version, you could see it, see if it has any issues, and if it does remove it, if not WELL THERE WE GO!
@@Yipper64 part of the problem is that blender running on a pc has ample processing power to do this, but running the functions to load the model into an editor and using AI to decimate the polygons is just too much for a mobile processor, especially if it has to run alongside the VRchat application at somewhat full speed,, it would be better if they gave us access to each individual model to create quest versions and reupload them to the same location
Thanks for this! My model has actually been quest compliant since day 1 but I honestly just didn't get around to converting because I didn't know how, and I didn't feel like watching a 35 minute video for something that you've shown can be demonstrated in 7. Also, you probably just did it for the sake of the video but just in case you don't know; Instead of having to select everything except the hoodie one by one and press H, you can click the hoodie and press shift-H to hide everything else :)
For those who have "Build & Publish for Android" greyed out, make sure to hide any other model that is in your scene -- by clicking them and unchecking the checkbox next to the model. I hope that will help some confused peeps just like I was!
I just wanna say you have saved my life with that 😭 I was struggling so much wondering why the box wouldn’t ungrey itself for almost an hour it was heavily frustrating but then I got to to work thanks to you🙏🙏🙏
i've been using an avatar that's apparently "very poor" in perfomance, but Quest users tell me they can see it. I wonder if the avatar is just "very poor" on Quest standards
I came here for vrchat related stuff and everything but I've been using blender for YEARS and didn't know about turning trianglees into squares using the ALT + J command in edit mode and also using the dissolve ege loops technique! I 3D model printable masks and man it's going to make things easier dealing with tons of messy polygons!
Iv watched a far few of your tutorials lately trying to Trouble shoot my issues. Didnt find a fix but i wanta just say how fast simple and to the point your tutorials have been and they have shown and given me a crash course in using the programs needed to make models for later on. Keep up the good work 👍
I have some tips for anyone struggling to do this. First, if you import a model to Blender that comes with multiple possible options (clothes, accessories etc), you'll have to get rid of any undesired options before hitting 'fix model' (otherwise, when the different parts of the model are compressed together, you'll just see every possible option stacked on top of each other, such as multiple outfits/ accessories in one weird clump). Also, if you hit 'fix model' and none of your textures appear, you may have to go in and manually add said textures. To do this, I hit 'undo' to revert the 'fix model' function and found my texture files' locations. Then I expanded the tabs for the different parts of said model (body, clothes etc) and found all of the possible 'material properties' (aka the red sphere) listed. Under the 'body' section of my model, I clicked the 'body' material sphere, went to the 'MMD Texture' dropdown, and clicked 'add' under 'texture' to add my body's custom UV map image (in my case, it was a .PSD file, which imports fine). All of the textures your model will attempt to pull from will also be found in that 'material properties' panel, so you can go ahead and change all of those blank materials into textured files. Once every material has a texture file applied, you can go ahead and 'fix model'. Once you do that, note any texture errors, and if there are problems, you'll have to undo the fix and mess with your textures. For example, my body texture was fine, however I had an accessory on the neck of my model, and the body texture was overlaying onto said accessory whenever I'd hit 'fix model'. The solution to this was to just remove any redundant textures (in this case, the accessory I used included both the 'body' and 'accessory' texture files within its hierarchy, when the only texture needed for the accessory was 'accessory'; removing the 'body' texture from underneath the item solved it). I hope this makes sense, and if people need help troubleshooting, please let me know. I'm still learning, too :)
yo, where do u see the poly count on blender like u did at 4:14 ? cause idk how much or how little i need to optimize. btw u should have stated where to see that on the tutorial, cause i believe thats and big thing honestly. u just sorta cut to a zoomed in shot of the counter, but didnt even show where to even look to see it.
At 4:00 If only my hoodie was as organized as yours its triangles and rectangles all over the place while yours is so nice and neat with just rectangles.
idk where else to look i have googled this issue multiple times, but when i click fix model it doesnt apply the textures to the model. How do you fix this issue?
Man I wish you could just pick any quest computable avatar as a fallback in the game itself, instead of having to go through a whole process to not only make it quest compatible but also meet some arbitrary standard to be "good" enough to use as a fallback. And then specifically upload it as a fallback
another technique for saving even more space in your textures and UV's are to make a seperate uv map and then bake the textures. This means there is no wasted space with the new map.
Good tutorial! I wish old avatar could be made to be fallback too if they meet the requirements... Isn't it an obvious choice to want the possibility of using for fallback, like, WHY WOULDN'T YOU WANT IT?? Just make it available right away if it meets the requirements! VRChat plz.
What do I do if I don’t have an Fbx file? I tried exporting an Fbx from a prefab but it’s…not perfect. The skeleton is misplaced once I put it on blender. Any way to fix that?
quick question i am looking through the video and i found a occuring problem that prevents me from going any further is to placing the model in the blender and which idk how to convert the file if possible can you reply and explain to me on how to do it i never used blender before but have used unity enough to make a pc version of a vrchat model (which isn't quest compactable) (edit: mine went haywire and the colors werent right until i re-added it for those who just did that part with fix model and had that same problem)
Hi, thanks a lot for this tutorial. I have a question tho, I was wondering how did you make the hoodie strings (I'm using a vroid avatar and the strings are in 2d and have only 1 bone) Thanks !!!
One quick question please. How do you prevent the eyes from turning a solid color? I have a model I use for PC but when I try to make a quest version the eyes are solid because Quest has no transparent shader.
Hey! :) You need to paint the transparent objects onto the skin or other textures directly for Quest unfortunately. This video explains how to do it: ua-cam.com/video/LK-Oky7-5m0/v-deo.html
Does shaders not work on quest? I put avatar, audio, animation and ect allowed on my friends (on the safety setting), but I noticed I couldn’t turn on shaders.
I need a little help here, i have a vroid model, and when trying to create an atlas on the blender plugin the textures mess up, the head ends up using the body's textures, what do i do?
I might be late... But I have this issue too, all you gotta do is go to the textures on the model and remove the image the texture uses, then change the texture to an image texture and select the original images to be the image texture.
I'm trying desperately to upload this one avatar and it is just. not. working. I've done everything correctly, decimated, atlased, optimized all of it. Using the right shaders, the right SDK, the right version of Unity, and it doesn't show up. I don't see it in my avatar list, and quest players only see the avatar as the default error robot. I can't figure out what to do to fix this
The question is- if i upload it in this way that you are teaching, will it keep all of my facial expressions and emotes and stuff? or will i have to remake them all?
@@SippsAvatarBox Thanks! I'm a highschooler who just wants to have fun with this but ive become so dedicated i've started from scratch 3 times just to get certain things to work. I'm just worried that this will mess up my last successful upload.
When you buy an avatar package from anybody, it's kinda screwed right? Because you can't seem to do anything with it that lets you take it into Blender to begin working on it.
I need help with this! I tried to upload a version of my Quest avatar but when I click 'Publish for Android', all I get is 'FileNotFoundException' for no reason, even without broken scripts or disabled future proof checkmark. Unity version 2019.4.29f1
Will pasting the blueprint id to the quest project, then uploading, override the uploaded pc avatar or make it cross platform with quest users just seeing the quest version render? Or does it create a totally seperate avatar?
it makes it so thats what anyone on quest sees or that's what you use if you use quest. for example if you used a different new id for the upload it would be an avatar that's only quest compatible and PC people would only see a default robot. using the same id makes that the quest equivalent but your PC version stays the same
when i import the model from blender it adds a mesh filter and mesh renderer in unity which cant be used for quest avatars but when i remove those components the avatar becomes invisible. if anyone can help that would be great
@@SippsAvatarBox One of the saddest things about Quest. There's a cool feature called "Correct Face Attributes" under Options in the top right when in edit mode, sometimes that more suitable than the knife tool. Then you can just move the vertices (or edge loops) around, and it tries to adjust the UVMap so that the result stays the same.
most videos are already 3-4 steps into the unity and I guess we have to have something called sdk? I cant seem to find a video that takes you all the way from step one.
Idk whats going on but everytime I try to upload the avatar to quest it keeps making a prefab instead of actually uploading and doing anything and its been like this for 2 days and im starting to get mad on not understanding whats going on
for some reason my PC avatars component script refuses to paste into the quest one like yours did at 6:33. I really wish there were an easier way to do this :/
someone please help me because apparently i get errors no one gets. for starters unity for some reason gives me an error saying "switching my build target is disabled"
you can try reducing the size of your models textures in unity by selecting the textures and changing the size in the inspector tab. crunch compression can also help reduce texture size
I knew how to do this before, but this actually taught me a fair bit about the fall backs. Thanks for the awesome vid as always!
0:30 I really wish that VR Chat had an auto quest thing, like it would just automatically attempt to make a quest version, you could see it, see if it has any issues, and if it does remove it, if not WELL THERE WE GO!
@@razortosh You could make a script that decimates the model and changes the shaders after switching to android.
There is asset on booth, converts your avatar to quest in one click. Its japanese but very easy to use
@@Yipper64 part of the problem is that blender running on a pc has ample processing power to do this, but running the functions to load the model into an editor and using AI to decimate the polygons is just too much for a mobile processor, especially if it has to run alongside the VRchat application at somewhat full speed,, it would be better if they gave us access to each individual model to create quest versions and reupload them to the same location
@@dariendark7263 are you sure unity doesnt have any tools that can just do this?
@@jolloez8903 Would you be so kind as to share a link to it? Or the name of it? I can't find it.
3:56 you can also, click on hoodie, then shift + H to hide everything else except the hoodie
Damn, was about to write that aswell :D Good i checked other comments before that lol
Thanks for this! My model has actually been quest compliant since day 1 but I honestly just didn't get around to converting because I didn't know how, and I didn't feel like watching a 35 minute video for something that you've shown can be demonstrated in 7.
Also, you probably just did it for the sake of the video but just in case you don't know; Instead of having to select everything except the hoodie one by one and press H, you can click the hoodie and press shift-H to hide everything else :)
is there a way you can help me make my avatar quest compatible
For those who have "Build & Publish for Android" greyed out, make sure to hide any other model that is in your scene -- by clicking them and unchecking the checkbox next to the model.
I hope that will help some confused peeps just like I was!
I was wondering why it wouldn't let me publish. Thank you for sharing!
I just wanna say you have saved my life with that 😭 I was struggling so much wondering why the box wouldn’t ungrey itself for almost an hour
it was heavily frustrating but then I got to to work thanks to you🙏🙏🙏
i've been using an avatar that's apparently "very poor" in perfomance, but Quest users tell me they can see it. I wonder if the avatar is just "very poor" on Quest standards
It is very poor on quest standards
And that's ok
Has 1K pollys
Has 3 Material Slots
Very Poor
lowkey most straightforward tutorial i've watched in my life. ill be doing this after some good Zs.
I came here for vrchat related stuff and everything but I've been using blender for YEARS and didn't know about turning trianglees into squares using the ALT + J command in edit mode and also using the dissolve ege loops technique! I 3D model printable masks and man it's going to make things easier dealing with tons of messy polygons!
Awesome video, learned a lot of new stuff! PLEASE add some tags to your videos so more people can find them
Iv watched a far few of your tutorials lately trying to Trouble shoot my issues. Didnt find a fix but i wanta just say how fast simple and to the point your tutorials have been and they have shown and given me a crash course in using the programs needed to make models for later on.
Keep up the good work 👍
Note: You can use rotation constraint at lower strength for skirt bones in order to simulate movement based off of leg position.
This video helped a lot more then the others i've seen on this. Thank you so much
damn vroid makes the body one whole material. that explains why I've been having so many issues swapping clothes too.
"Nobody is going to be staring at my shoes anyway so fuck it method" 5:00
I have some tips for anyone struggling to do this. First, if you import a model to Blender that comes with multiple possible options (clothes, accessories etc), you'll have to get rid of any undesired options before hitting 'fix model' (otherwise, when the different parts of the model are compressed together, you'll just see every possible option stacked on top of each other, such as multiple outfits/ accessories in one weird clump). Also, if you hit 'fix model' and none of your textures appear, you may have to go in and manually add said textures. To do this, I hit 'undo' to revert the 'fix model' function and found my texture files' locations. Then I expanded the tabs for the different parts of said model (body, clothes etc) and found all of the possible 'material properties' (aka the red sphere) listed. Under the 'body' section of my model, I clicked the 'body' material sphere, went to the 'MMD Texture' dropdown, and clicked 'add' under 'texture' to add my body's custom UV map image (in my case, it was a .PSD file, which imports fine). All of the textures your model will attempt to pull from will also be found in that 'material properties' panel, so you can go ahead and change all of those blank materials into textured files.
Once every material has a texture file applied, you can go ahead and 'fix model'. Once you do that, note any texture errors, and if there are problems, you'll have to undo the fix and mess with your textures. For example, my body texture was fine, however I had an accessory on the neck of my model, and the body texture was overlaying onto said accessory whenever I'd hit 'fix model'. The solution to this was to just remove any redundant textures (in this case, the accessory I used included both the 'body' and 'accessory' texture files within its hierarchy, when the only texture needed for the accessory was 'accessory'; removing the 'body' texture from underneath the item solved it). I hope this makes sense, and if people need help troubleshooting, please let me know. I'm still learning, too :)
Fantastic and super informative! Thanks so much for this!
THIS MAN IS HOLY HE ACTUALLY DID SCREENCAST KEYS FOR THE TUTORIAL
BEST TUTORIAL EVER I DIDNT EVEN USE IT THO
boneworks theme in the backround made me smile.
1:03 I was not ready for a caked up Sippbox but it was a pleasant surprise 😌👌
i keep getting the error prefab.unity3d does not exist and i cant find out how to get it
Love hearing Boneworks in the background!
Bros going so fast that I can’t even think
It didn’t work
how do i fix a shader that it doesnt let me change? its stuck on "standard" with no way to edit.
This is perfect, i can be the imperial legionnaire from oblivion now.
Stop right there citizen!
Very useful tutorial. Thanks for the info!
Fire video as always man 🔥🔥🔥🔥.
the best optization shortage, keep the good work! if it is possible, please lemme buy you some coffee.
yea mate i'll take a double double with caramel
@@SippsAvatarBox Would you like to accept donation on patron?
@@悠彌 i dont have patreon actually, but thank you ❤ maybe ill enable channel memberships soon
yo, where do u see the poly count on blender like u did at 4:14 ? cause idk how much or how little i need to optimize. btw u should have stated where to see that on the tutorial, cause i believe thats and big thing honestly. u just sorta cut to a zoomed in shot of the counter, but didnt even show where to even look to see it.
nvm, figure out. on blender 2.9, u have to enable it by right clicking the bottom bar, and enabling scene statistics.
i like the Canadian sweatshirt you have on your avatar its nice 💙
only been exactly a year since the video came out for me to finally use the video
lets goooo
I love boneworks! First thing I noticed in this video was the Boneworks soundtrack
Thx for the video. Going to try it out soon. Got stuck on trying to reduce my pc avatar 19mb.
At 4:00 If only my hoodie was as organized as yours its triangles and rectangles all over the place while yours is so nice and neat with just rectangles.
I already do all of this when I want to do a n avatar for that crap called Quest Standalone. 😆
I'll suggest this video in my VRChat community!
its not working what blender version do i need
FBX model did not load in with its textures even after the fix button. Anyone know a fix?
5:37 When I press "save atlas to" it combines the materials but does not open a folder/location for me to save the atlas to. I'm so confused.
idk where else to look i have googled this issue multiple times, but when i click fix model it doesnt apply the textures to the model. How do you fix this issue?
My texture just dont apply in blender when i fix it with cats plugin
Man I wish you could just pick any quest computable avatar as a fallback in the game itself, instead of having to go through a whole process to not only make it quest compatible but also meet some arbitrary standard to be "good" enough to use as a fallback. And then specifically upload it as a fallback
so i have this broblem where when i import my model it is just black and when i try to fix model my textures dont appear
Please help
another technique for saving even more space in your textures and UV's are to make a seperate uv map and then bake the textures. This means there is no wasted space with the new map.
No ones probably gonna help me but every time I try and make it switch build target to android nothing happens after I press confirm
Good tutorial! I wish old avatar could be made to be fallback too if they meet the requirements... Isn't it an obvious choice to want the possibility of using for fallback, like, WHY WOULDN'T YOU WANT IT?? Just make it available right away if it meets the requirements! VRChat plz.
there's likely a technical reason behind it, it at least isn't too difficult to just update your projects sdk to the latest version and reupload
one issue I keep having is when I export to unity the polygon count shoots up to over 2 trillion any idea why that's happening?
Thanks dude helped a lot man!
Question, what if I can't even import model into Blender?
When I generate material list and save atlas, it messes up the look of the model when it’s mapped. Any ideas?
How can you do it below 10mb? My friend tried but he said the files too large 😭
What do I do if I don’t have an Fbx file? I tried exporting an Fbx from a prefab but it’s…not perfect. The skeleton is misplaced once I put it on blender. Any way to fix that?
quick question i am looking through the video and i found a occuring problem that prevents me from going any further is to placing the model in the blender and which idk how to convert the file if possible can you reply and explain to me on how to do it i never used blender before but have used unity enough to make a pc version of a vrchat model (which isn't quest compactable) (edit: mine went haywire and the colors werent right until i re-added it for those who just did that part with fix model and had that same problem)
nvm i figured it out
the texture atlas feature says it isn't installed, where would I go to do that?
really helped me out ty!!
Hi, thanks a lot for this tutorial. I have a question tho, I was wondering how did you make the hoodie strings (I'm using a vroid avatar and the strings are in 2d and have only 1 bone) Thanks !!!
whenever i make the atlas for my model on blender it gets greyed out completely...
My avatar has alpha parts for eye layers, so there's just racoon eyes now...
One quick question please. How do you prevent the eyes from turning a solid color? I have a model I use for PC but when I try to make a quest version the eyes are solid because Quest has no transparent shader.
Hey! :) You need to paint the transparent objects onto the skin or other textures directly for Quest unfortunately. This video explains how to do it: ua-cam.com/video/LK-Oky7-5m0/v-deo.html
The Quest doesn’t support alpha transparency in VRChat’s shaders. At all.
Does shaders not work on quest?
I put avatar, audio, animation and ect allowed on my friends (on the safety setting), but I noticed I couldn’t turn on shaders.
I need a little help here, i have a vroid model, and when trying to create an atlas on the blender plugin the textures mess up, the head ends up using the body's textures, what do i do?
I might be late... But I have this issue too, all you gotta do is go to the textures on the model and remove the image the texture uses, then change the texture to an image texture and select the original images to be the image texture.
When I combine all materials it completely changes my avatars default expression and adds sleeves do you know how I'd fix this?
I'm trying desperately to upload this one avatar and it is just. not. working. I've done everything correctly, decimated, atlased, optimized all of it. Using the right shaders, the right SDK, the right version of Unity, and it doesn't show up. I don't see it in my avatar list, and quest players only see the avatar as the default error robot. I can't figure out what to do to fix this
The question is- if i upload it in this way that you are teaching, will it keep all of my facial expressions and emotes and stuff? or will i have to remake them all?
it should keep them as long as you don't decimate the part of the model that has the shape keys for facial expressions
@@SippsAvatarBox Thanks! I'm a highschooler who just wants to have fun with this but ive become so dedicated i've started from scratch 3 times just to get certain things to work. I'm just worried that this will mess up my last successful upload.
When you buy an avatar package from anybody, it's kinda screwed right? Because you can't seem to do anything with it that lets you take it into Blender to begin working on it.
I need help with this! I tried to upload a version of my Quest avatar but when I click 'Publish for Android', all I get is 'FileNotFoundException' for no reason, even without broken scripts or disabled future proof checkmark.
Unity version 2019.4.29f1
I think the unity version has to be 2019.4.30, I'm not sure
i had the same issue, i ended up doing all over again to see if that fixed it and it actually did
Will pasting the blueprint id to the quest project, then uploading, override the uploaded pc avatar or make it cross platform with quest users just seeing the quest version render? Or does it create a totally seperate avatar?
it makes it so thats what anyone on quest sees or that's what you use if you use quest. for example if you used a different new id for the upload it would be an avatar that's only quest compatible and PC people would only see a default robot. using the same id makes that the quest equivalent but your PC version stays the same
2:18 PhysBones!! Woooooooooo!!!
hey huys im facing unsync problem. Quest users see my avatar different from what pc users see, whats the problem?
what version blender are you using and also when i hit fix avatar it still shows as greyed out. how do i get my textures to pop on
in the sdk control panel, I am unable to select "Switch target build to android". How do I fix this
My avatar model is on the floor and the RIG is standing up straight, how do I fix this?
For some reason, the addon doesn't recognize that I have Pillow installed. Is there something I can do?
"I'm no blender guru"
My life
I love your model! Did you make it?
quest avatars hurt my soul T_T I see people make REALLY good looking ones some how.
when i import the model from blender it adds a mesh filter and mesh renderer in unity which cant be used for quest avatars but when i remove those components the avatar becomes invisible. if anyone can help that would be great
My cross-platform option is greyed out, does this mean I can't use it on both pc and quest?
that just means it doesnt meet the requirements for being a fallback avatar, you can still upload it on quest
Great video, I will definitely do this. But can quest shaders support transparent textures yet? A lot of my models use transparency.
they do not, best thing you can do for that is to use the knife tool in blender to cut off all the geometry that uses transparency
@@SippsAvatarBox One of the saddest things about Quest. There's a cool feature called "Correct Face Attributes" under Options in the top right when in edit mode, sometimes that more suitable than the knife tool. Then you can just move the vertices (or edge loops) around, and it tries to adjust the UVMap so that the result stays the same.
@@SippsAvatarBox Ok that's what I figured, I did do this before seeing this. Glad to see I was doing the right thing. Thanks!
@@Airbee oh interesting!! I will have to try this out.
Awesome video! Thanks.
most videos are already 3-4 steps into the unity and I guess we have to have something called sdk? I cant seem to find a video that takes you all the way from step one.
I'm having an error with the eyes when I hop on the Oculus VRChat. Pupils end up missing and I look like a zombie. How do I fix this?
Whenever I do this with CATS it messes up the eye bones and I have NO idea how to fix it.
Idk whats going on but everytime I try to upload the avatar to quest it keeps making a prefab instead of actually uploading and doing anything and its been like this for 2 days and im starting to get mad on not understanding whats going on
Awesome. Thanks!
I have a question would you make a copy of it for the quest version or no?
can I make it so that the material is double sided with that toon lit shader? I have see through spots in the sleeve opening and such..
i continue to get an error every single time i try to create an atlas and i dont understand what the error is telling me to try fix the problem
does 3.0 toggles work for quest?
Coming back to learn how to dissolve edge loops. Blender isn't dissolving the edges I tell it to.
how do you actually take an avatar from in the game and put it into blender? i lost my original model, but it's in the game.
Why wont my build target switch to android? It warns me it could take a while, but I didn't expect above 30 minutes
So does it auto use the atlas without attaching it to anything?
for some reason my PC avatars component script refuses to paste into the quest one like yours did at 6:33. I really wish there were an easier way to do this :/
you are a god
Great vid thanks alot bro. Also liked the boneworks music in the back lol.
someone please help me because apparently i get errors no one gets. for starters unity for some reason gives me an error saying "switching my build target is disabled"
how do I shrink it's MB, my avatar is 11.70MB and it says it needs to be 10.00MB or lower
you can try reducing the size of your models textures in unity by selecting the textures and changing the size in the inspector tab. crunch compression can also help reduce texture size
So i cant merge kr move the bones do they show ingame?
For some reason it lets me export my model, but says it does not have android support
Im just curious, if you connect your quest to your pc, does it allow you to use pc features?
pretty sure, yea
My avatar doesn’t have a blueprint ID? What do I do?