Cats blender plugin

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cats-blender-plugin - :smiley_cat: A tool designed to shorten steps needed to import and optimize models into VRChat

  •        2065

:smiley_cat: A tool designed to shorten steps needed to import and optimize models into VRChat. Compatible models are: MMD, XNALara, Mixamo, DAZ/Poser, Blender Rigify, Sims 2, Motion Builder, 3DS Max and potentially more

https://catsblenderplugin.com
https://github.com/michaeldegroot/cats-blender-plugin

   




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Sours: https://www.findbestopensource.com/product/michaeldegroot-cats-blender-plugin

This is a non-destructive way to produce a Quest variant of (almost) any avatar. One click to optimize your model for Quest or Desktop!

Made by Feilen

What is it?

  • Instantly duplicate and decimate any model, without affecting the original
  • Bake the original in Object coordinates, decimate, then rebake to Tangent coordinates, making the copy shade much like the original
  • Combines all meshes into one UV space, so the resulting mesh is setup to use a single material
    • Optionally enlarges all vertex groups from the "Head" bone and all children, so the face looks detailed even only baking to 1024x1024 textures
    • Uses UVPackmaster where available for extra efficient UVMaps
  • 'Autodetect' buttons for Desktop and Quest, which look through all materials in all meshes in your model and selects which bake passes are relevant to your model (not including Ambient Occlusion)
    • Once passes are determined, organizes the Alpha pack settings to have the most efficient possible configuration
    • Also sets texture resolution and tri counts to meet 'Excellent' ratings on their relevant platforms
  • Bake almost every pass supported by the Standard shader
  • Uses the new 'Smart' decimation mode, preserving visemes/blend shapes
  • Creates a new material setup to show you how the new textures are supposed to be plugged into Unity

Quick start:

For most people, all you'll have to do is:

  1. Click one of the 'Autodetect' buttons for what platform you're targetting, Desktop or Quest. image
    • Optional: check 'Ambient Occlusion' for more shadow detail, as it's not detected by auto-detect. image
  2. Click 'Copy and Bake (SLOW!)', and wait for it to complete (may take a while) image
  3. Once you've looked over the results, locate the 'CATS Bake' output directory, inside your current project directory. image
  4. Import the whole folder into your unity project. image
    • For Quest, you'll want to make a duplicate of your unity project and click "Switch to Android platform" in the VRC control panel.
    • Reccomended: For each texture, change the 'Mip Map Filtering' from 'Box' to 'Kaiser' to improve detail from a distance. This has no performance impact. image
    • Optional: For each texture, try enabling 'Use Crunch Compression' and seeing if it makes a significant difference in quality. If it doesn't, leave it enabled.
  5. Setup your rig as usual (humanoid, map bones) and add to your scene.
  6. Copy your existing avatar's properties (and blueprint ID) to the new avatar.
  7. Create a new Material (right click folder -> Create -> Material) and select the shader you'll be using.
    • For Desktop, Standard is a good starting point.
    • For Quest, you'll want to select your shader based on what passes you've selected:
      • If you're using only a Diffuse map, select or
      • If you're using only a Diffuse and Normal map, select
      • Otherwise, select
    • For Quest, it's reccomended to check GPU instancing.
  8. Drag and drop each texture to its slot in the material.
    • Albedo: SCRIPT_questdiffusep.png if using AO, otherwise SCRIPT_diffuse.png
    • Metallic: SCRIPT_metallic.png
      • Metallic and Smoothness sliders should be set to 1 when the map used.
    • Normal: SCRIPT_normal.png
    • Emission: SCRIPT_emission.png
      • Make sure to check 'Enable Emission' if your'e using this.
  9. Drop the new material onto your avatar in the scene, or onto 'Body' in the 'Hierarchy' view. image
  10. Upload through the VRChat control panel!

Common issues:

  • When baking, my model looks like the shading is broken.
    • Your islands are probably self-overlapping somehow. Try setting 'Overlap Correction' to 'Unmirror' or at worst 'Reproject'
  • The islands end up super tiny or some object is way too prioritized after baking.
    • Apply scale for your objects.
  • One or more objects end up all one color/wrong after baking.
    • Your object may not have a UV map. Try creating one, or using 'Reproject' to have one generated automatically.
  • My normal map ends up completely wrong/sharp/facing the wrong direction.
    • This can happen if your model has un-applied rotation. Select all and Ctrl+A -> "Apply all transforms" before baking.
  • Baking is too slow!
    • Try enabling GPU baking. Make sure you have a backend (such as CUDA) selected in your Blender preferences!

Detailed options:

General options

  • Resolution: The width and height of the resulting textures.
    • Reccomended: 2048 for Desktop, 1024 for quest.
  • Decimate: Whether to reduce the triangle count. Reccomended if you don't already have an optimized tri count.
    • Tris: The number of tris to reduce to. Lower is better, experiment with even lower than the set limits if you can.
      • On Desktop, this should either be 32000 (Excellent) or 70000 (Good).
      • On Quest, this should either be 7500 (Excellent), 10000 (Good), or 15000 (Medium).
        • While you can still upload at up to 20000 on Quest, people will be unable to see your avatar by default.
    • Animation weighting: Attempts to preserve more geometry around joints/shape keys. Will allow things to animate better at the cost of shape accuracy.
  • Generate UVMap: Produces a new, non-overlapping UVMap. Neccesary for Normal maps to be produced correctly. Only disable if your UVMap doesn't overlap.
    • Prioritize Head/Eyes: Scales the islands for Head/Eyes up by a given factor, letting them be extra detailed.
    • Overlap correction: The method used to ensure islands don't self-intersect. Use 'unmirror' if your islands self-intersect only across the middle of the X axis, 'Reproject' if you have any other unusual situation. 'None' is fine if none of your islands are self-intersecting. 'Manual' can be used if you have specific needs, this will use any UVMap named 'Target' when baking.
  • Quick Compare: Move the resulting model over on the X axis so you can quickly compare it against the original.
  • Optimize static shapekeys: This will split your model into two meshes, one with all shapekey-affected geometry and one with everything else. This can considerably decrease GPU cost and model size, especially when many shapekeys are active, at the cost of adding a slight CPU cost.
    • This fixes your edge normals in place when separating, preventing any visible seams, but requires the lighting anchor per mesh in your Unity scene to be set to one of your avatar's bones. The script put into the output folder 'BakeFixer.cs' takes care of this for you!
  • Ignore hidden objects: Useful if you want to make multiple outfits or versions of an avatar, this will ignore any mesh which is currently hidden when baking. Important, don't hide your armature when this is selected!
  • Apply current shapekey mix: This will update your basis to match the current state of your shapekeys. This is useful if you have 'body shape' shapekeys or similar, as having them constantly-active is hugely detrimental to performance.
  • Cleanup shapekeys - This will remove common extra shapekeys generated by Blender and cats. This includes 'Reverted' and '_old' shapekeys. Keys ending in '_bake' will always be applied and removed.

Passes

  • Diffuse (Color): The un-lit color of your model. Most models will use this.
    • Alpha: What to pack to the Alpha channel. The Autodetect button will automatically pick the most efficient setup for this. image
  • Normal (Bump): Allows your model to mimic more detailed geometry and surface detail, by shading as if certain areas are facing another direction. HIGHLY reccomended if you're decimating, as the Bake panel takes advantage of this to preserve a lot of detail.
    • Apply transformations: Applies all transformations when baking. Can avoid some unusual issues. image
  • Smoothness: The smoothness detail of your avatar. Can create shiny or matte areas, great for increasing detail. Created by inverting the 'Roughness' that Blender uses. image
  • Ambient Occlusion: Shadows caused by light reflecting between the object and itself. Adds a great amount of detail in corners, reccomended if it doesn't cause artifacts with your avatar. Can be messy if your avatar animates areas that are still when baking.
    • Set eyes to full brightness: Since eyes animate, you probably want this. Without it, the shadow of your eye sockets will be projected onto the surface of your eyes. image
  • Quest Diffuse: Quest does not support Ambient Occlusion natively, but it's possible to get the same level of detail by pre-multiplying the Ambient bake pass into the Diffuse color. Use if you're targetting Quest and want AO.
    • AO Opacity: The multiplier for the shadow into the map. 0.75 is forgiving while still being fairly dark. Should match the 'AO' slider for Desktop in unity.
  • Transparency: Self-explainatory. Not a native pass in Blender, so may be prone to issues.
  • Metallic: How 'metal' a material is, generally '0' for non-metals and '1' for metals. Affects the color of light reflected. image
  • Emit: The color of light emitted, used for anything that glows.
    • Bake Projected Light: Performs a full render instead of just copying the light value over. Causes lights to project onto neighboring surfaces, for a 'fake realtime' effect, fully Quest-compatible.

Additional examples

image

Future development:

  • I'd like to add an option to simplify the armature by merging weights to parents for all non-Humanoid bones, so the Quest version produced is always Excellent-rated (for any non-AV3 avatar)
  • 'Advanced' submenu exposing things like sample count, custom passes, etc
  • Detail mask baking (will have to be a more manual process)
  • Method to bake diffuse (and/or AO) to vertex colors, since quest shaders support those without needing an extra texture
Sours: https://github-wiki-see.page/m/feilen/cats-blender-plugin/wiki/Bake
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Cats Blender Plugin (0.19.0)

A tool designed to shorten steps needed to import and optimize models into VRChat. Compatible models are: MMD, XNALara, Mixamo, Source Engine, Unreal Engine, DAZ/Poser, Blender Rigify, Sims 2, Motion Builder, 3DS Max and potentially more

With Cats it takes only a few minutes to upload your model into VRChat. All the hours long processes of fixing your models are compressed into a few functions!

So if you enjoy how this plugin saves you countless hours of work consider supporting us through Patreon. There are a lot of perks like having your name inside the plugin!

Download here: Cats Blender Plugin

Features

  • Optimizing model with one click!
  • Creating lip syncing
  • Creating eye tracking
  • Automatic decimation (while keeping shapekeys)
  • Creating custom models easily
  • Creating texture atlas
  • Creating root bones for Dynamic Bones
  • Optimizing materials
  • Translating shape keys, bones, materials and meshes
  • Merging bone groups to reduce overall bone count
  • Auto updater

More to come!

Discord

Join our Discord to report errors, suggestions and make comments!

Discord: https://discord.gg/f8yZGnv

Requirements

  • Blender 2.79 or 2.80 or above (run as administrator is recommended)
    • mmd_tools is not required! Cats comes pre-installed with it!
  • If you have custom Python installed which Blender might use, you need to have Numpy installed

Installation

  • Download the plugin: Cats Blender Plugin
    • Important: Do NOT extract the downloaded zip! You will need the zip file during installation!
  • Install the addon in blender like so:
    • This shows Blender 2.79. In Blender 2.80+ go to Edit > Preferences > Add-ons. Also you don't need to save the user settings there.

  • Check your 3d view and there should be a new menu item called CATS ....w00t
    • Since Blender 2.80 the CATS tab is on the right in the menu that opens when pressing 'N'

  • If you need help figuring out how to use the tool (very outdated):

VRChat - Cat's Blender Plugin Overview

Skip the step where he installs "mmd_tools" in the video below, it's not needed anymore! (also very outdated)

VRChat - Importing an MMD to VRChat Megatutorial!

Code contributors:

  • Hotox
  • Shotariya
  • Neitri
  • Kiraver
  • Jordo
  • Ruubick
  • feilen

Model

This tries to completely fix your model with one click.

Import/Export Model
  • Imports a model of the selected type with the optimal settings
  • Exports a model as an .fbx with the optimal settings
Fix Model
  • Fixes your model automatically by:
    • Reparenting bones
    • Removing unnecessary bones
    • Renaming and translating objects and bones
    • Mixing weight paints
    • Rotating the hips
    • Joining meshes
    • Removing rigidbodies, joints and bone groups
    • Removing bone constraints
    • Deleting unused vertex groups
    • Using the correct shading
    • Making it compatible with Full Body Tracking
    • Combining similar materials
Start Pose Mode
  • Lets you test how bones will move.
Pose to Shape Key
  • Saves your current pose as a new shape key.
Apply as Rest Pose
  • Applies the current pose position as the new rest position. This saves the shape keys and repairs ones that were broken due to scaling

Model Options

Translation
  • Translate certain entities from any japanese to english. This uses an internal dictionary and Google Translate.
Separate by material / loose parts / shapes
  • Separates a mesh by materials or loose parts or by whether or not the mesh is effected by a shape key
Join meshes
  • Joins all/selected meshes together
Merge Weights
  • Deletes the selected bones and adds their weight to their respective parents
Delete Zero Weight Bones
  • Cleans up the bones hierarchy, deleting all bones that don't directly affect any vertices
Delete Constraints
  • Removes constrains between bones causing specific bone movement as these are not used by VRChat
Recalculate Normals
  • Makes normals point inside of the selected mesh
  • Don't use this on good looking meshes as this can screw them up
Flip Normals
  • Flips the direction of the faces' normals of the selected mesh.
Apply Transformations
  • Applies the position, rotation and scale to the armature and its meshes.
Remove Doubles
  • Merges duplicated faces and vertices of the selected meshes.

Custom Model Creation

This makes creating custom avatars a breeze!

Merge Armatures
  • Merges the selected armature into the selected base armature.
  • How to use:
    • Use "Fix Model" on both armatures
      • Select the armature you want to fix in the list above the Fix Model button
      • Ignore the "Bones are missing" warning if one of the armatures is incomplete (e.g hair only)
      • If you don't want to use "Fix Model" make sure that the armature follows the CATS bone structure (https://i.imgur.com/F5KEt0M.png)
      • DO NOT delete any main bones by yourself! CATS will merge them and delete all unused bones afterwards
    • Now you have two options:
      • Only move the mesh:
        • Uncheck the checkbox "Apply Transforms"
        • Move the mesh (and only the mesh!) of the merge armature to the desired position
          • You can use Move, Scale and Rotate
          • CATS will position the bones according to the mesh automatically
      • OR move the armature (and with it the mesh):
        • Check the checkbox "Apply Transforms"
        • Move the armature to the desired position
          • You can use Move, Scale and Rotate
          • Make sure that both meshes and armatures are at their correct positions as they will stay exactly like this
      • If you want to merge multiple objects from the same model it is often better to duplicate the armature for each of them and merge them individually
    • Select the base armature and the armature you want to merge into the base armature in the panel
    • If CATS can't detect the bone structure automatically: select a bone you want to attach the new armature to
      • E.g.: For a hair armature select "Head" as the bone
    • Press the "Merge Armatures" button -> Done!
Attach Mesh to Armature
  • Attaches the selected mesh to the selected armature.
  • How to use:
    • Move the mesh to the desired position
      • You can use Move, Scale and Rotate
      • INFO: The mesh will only be assigned to the selected bone
      • E.g.: A jacket won't work, because it requires multiple bones.
      • E.g.: A ring on a finger works perfectly, because the ring only needs one bone to move with (the finger bone)
    • Select the base armature and the mesh you want to attach to the base armature in the panel
    • Select the bone you want to attach the mesh to in the panel
    • Press the "Attach Mesh" button -> Done!
Support us:
  • We worked hard on this feature. If you like it consider supporting us, it helps a lot!

Decimation

Decimate your model automatically.

Smart Decimation
  • This will decimate all meshes while keeping every shapekey.
Save Decimation
  • This will only decimate meshes with no shape keys.
Half Decimation
  • This will only decimate meshes with less than 4 shape keys as those are often not used.
Full Decimation
  • This will decimate your whole model deleting all shape keys in the process.
Custom Decimation
  • This lets you choose the meshes and shape keys that should not be decimated.

Eye Tracking

Eye tracking is used to artificially track someone when they come close to you. It's a good idea to check the eye movement in the testing tab after this operation to check the validity of the automatic eye tracking creation.

Disable Eye Blinking
  • Disables eye blinking. Useful if you only want eye movement.
Disable Eye Movement
  • Disables eye movement. Useful if you only want blinking. IMPORTANT: Do your decimation first if you check this!
Eye Movement Speed
  • Configure eye movement speed

Visemes (Lip Sync)

Mouth visemes are used to show more realistic mouth movement in-game when talking over the microphone. The script generates 15 shape keys from the 3 shape keys you specified. It uses the mouth visemes A, OH and CH to generate this output.

Bone parenting

Useful for Dynamic Bones where it is ideal to have one root bone full of child bones. This works by checking all bones and trying to figure out if they can be grouped together, which will appear in a list for you to choose from. After satisfied with the selection of this group you can then press 'Parent bones' and the child bones will be parented to a new bone named RootBone_xyz

To parent
  • List of bones that look like they could be parented together to a root bone. Select a group of bones from the list and press "Parent bones"
Refresh list
  • Clears the group bones list cache and rebuild it, useful if bones have changed or your model
Parent bones
  • Starts the parent process

Texture atlas

Texture atlas is the process of combining multiple textures into one to drastically reduce draw calls and therefore make your model much more performant

Create Atlas
  • Combines all selected materials into one texture. If no material list is generated it will combine all materials.
Generate Material List
  • Lists all materials of the current model and lets you select which ones you want to combine.

Useful Tips:

  • Split transparent and non-transparent textures into separate atlases to avoid transparency issues
  • Make sure that the created textures are not too big, because Unity will downscale them to 2048x2048. Split them across multiple atlases or reduce the individual texture sizes. This can be easily done in the MatCombiner tab.
  • You can tell Unity to use up to 8k textures. Do so by selecting the texture and then choose a different Max Size and/or Compression in the inspector: https://i.imgur.com/o01T4Gb.png

Bone merging

Lets you reduce overall bone count in a group set of bones. This works by checking all bones and trying to figure out if they can be grouped together, which will appear in a list for you to choose from. After satisfied with the selection of this group you can then set a percentage value how much bones you would like to merge together in itself and press 'Merge bones'

Refresh list
  • Clears the group bones list cache and rebuild it, useful if bones have changed or your model
Merge bones

Bake

This is a non-destructive way to instantly produce a optimized/Quest variant of (almost) any avatar!

For more information please visit the Bake Panel Wiki Page.

Shape Key

Apply Shape Key as Basis

  • Applies the selected shape key as the new Basis and creates a reverted shape key from the selected one.

Settings and Updates

This plugin has an auto updater. It checks for a new version automatically once every day.


Changelog

0.19.0

  • Fully compatible with Blender 2.93
  • Translations:
    • Added Korean translation!
      • Cats is now translated into Korean by a large portion
      • To use it, simply change your Blender language to Korean and then restart Blender or select it in the Cats Settings
      • Thanks to Siromori for contributing the translation! <3
    • Added Cats Ui Language setting
      • This lets you choose in which language Cats should be displayed
      • Setting it to "auto" will choose the current Blender language
    • Added button to download the latest Cats Translations
      • This feature is for translators to test their translations in the plugin
      • If you want to help to translate Cats into any language, please let me (Hotox) know in our Discord
  • Model Options:
    • Added "Connect Bones" button
    • Added options to keep merged bones and to merge the bones of visible meshes only
  • Custom Model Creation:
    • Reworked "Attach Mesh" feature, it is much more reliable now
  • General:
    • Fixed translation errors
    • Updated mmd_tools
  • Bake: (by feilen)
    • Emission influence baking: fake realtime lighting based on your emissive channel, quest-compatible!
    • 'Manual' reprojection mode for Bake: creating new UV maps called 'Target' will allow you to re-bake to a specific layout.
    • 'Optimize static shapekeys' option
      • Splits your mesh into two skinned meshes, one with all shapekey-influenced geometry, one with the rest (and fixes the normals in place). Significantly improves GPU performance, especially when a lot of shapekeys are in effect. Needs the lighting anchor point in Unity to be set to the armature Hips on both, or you'll get lighting artifacts.
    • Introduce 'BakeFixer.cs', which is a run-time unity script that hopefully should do the lighting work for you.
    • 'Ignore hidden objects' option
Sours: https://github.com/GiveMeAllYourCats/cats-blender-plugin

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