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optimizing physbones help

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helpanewbiesupportphysboneunityvrca
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  • JuicyJuiceJ
    JuicyJuiceJ
    JuicyJuice
    wrote on last edited by
    #1

    i need help with optimizing physbones avatars so i can make it quest compatible so that the avatar doesn't look stiff on quest can i get a screenshot or video tutorial so i don't get to confused if i mess it up

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    • ALilRottenA
      ALilRottenA
      ALilRotten
      wrote on last edited by ALilRotten
      #2

      Here is a video I did sort of on the subject. Its all in Blender, so I have no idea if you mean in Unity or what.
      Rigging and Weight Painting: https://www.youtube.com/watch?v=RVqWi8UoS4I&t=1s (I talk a bit about it here)

      I'm no expert, but the way I found to optimizing is to attach the bones to one parent bone.
      Example: Hair strands 1-30 = parented to HairBase bone. Hair base bone is parented to Head.
      That way you have all your fun hair pieces without having the risk a few here and there.
      Same thing with a skirt or dress or even tails or ears.

      Skirt 1-30 - Skirtbase - Pelvis
      Ears 1-2 - Earbase - Head
      Tail 1-??? - Tailbase - Pelvis
      Hair strands 1-50 - HairBase - Head

      You can only have 4 physbones for quest. So if you don't want the extra struggle, do what I have listed there.
      I'm sure there may be a better way, but this is my method.

      Oh right, you won't need to weight paint the "base" bones. They can just exist. They're just an anchor anyway.

      • I rig up models
      • I add clothing/assets to premade models
      • Learning how to make models
      • Can make VRC ports
      • I teach people via YT

      [I do NOT do trades]

      :Feel free to message me, just don't be demanding.:

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