Table of Contents
- Optimization Panel
- Table of Contents
- Atlas Tab
- Material Tab
- Bone Merging Tab
- Main Settings
- Primary Actions
- Weight Management
- Additional Options
- Cleanup Tools
- Extra Operations
- Best Practices
- Workflow Example
- Optimization Workflow
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Optimization Panel
The Optimization Panel provides powerful tools for reducing your model's complexity and improving performance.
Table of Contents
Atlas Tab
The Atlas tab helps you combine multiple textures into a single texture atlas, reducing draw calls and improving avatar performance.
What is an Atlas?
A texture atlas combines multiple textures into one larger texture, which:
- Reduces draw calls significantly
- Improves avatar performance
- Helps meet platform texture limitations
- Simplifies material management
Requirements
The Atlas feature requires the Shotariya Material Combiner (SMC) extension to be installed.
Installation States
The Atlas tab will show different interfaces depending on SMC status:
When SMC is NOT installed:
- Shows installation instructions
- Provides direct download link
- Explains why SMC is needed
When SMC is disabled:
- Shows quick enable button
- No restart required
- Instant access after enabling
When SMC is outdated:
- Shows version compatibility information
- Provides link to compatible version
When SMC is properly installed:
- Full access to atlas creation tools
- Material combining options available
How to Use Material Combiner
- Select your model's armature or meshes
- Open the Atlas tab in the Optimization panel
- Review the list of materials
- Check/uncheck boxes to include/exclude materials
- Use Select All/Deselect All for quick selection
- Configure atlas settings:
- Set atlas size (texture resolution)
- Set size for materials without images (default: 32px)
- Click 'Save atlas to...' and choose save location
- Wait for the atlas to be created
Important Notes
ℹ️ For PBR/Normal maps: Use Tuxedo Blender Plugin instead. Material Combiner in Cats is primarily for diffuse textures.
ℹ️ Material Combiner (Atlas) is not developed by us. Please report any issues on their GitHub.
⚠️ Version Compatibility: Our Material Combiner fork is for Blender 5.0+. If you're using Blender 4.x or older, use the original Material Combiner instead.
⚠️ Troubleshooting: If materials don't merge properly or textures are missing from the atlas, check the Material Combiner troubleshooting guide.
Benefits of Using Atlas
- Reduces draw calls from multiple materials to one
- Significant performance improvement
- Helps meet platform mesh/material limits
- Easier to manage single material vs. many
Material Tab
The Material tab offers tools for optimizing materials and meshes.
Material Operations
Combine Materials
Merges multiple materials into fewer materials:
- Reduces draw calls
- Improves performance
- Maintains texture assignments
- Preserves UV maps
- Ideal for objects sharing similar materials
How to use:
- Select your model
- Click Combine Materials
- Materials with the same properties will be merged
Convert All to PNG
Converts all textures in your model to PNG format:
- Ensures maximum compatibility across platforms
- Maintains alpha channels
- Helps prevent texture issues in-game
- Standard format for VRChat
How to use:
- Select your model
- Click Convert All to PNG
- All textures will be converted and saved
Mesh Operations
Join Meshes
Join All:
- Combines all meshes into one object
- Maintains material assignments
- Preserves vertex groups and weights
- Ideal for final optimization
Join Selected:
- Merges only chosen meshes
- Perfect for partial optimization
- Keeps other meshes separate
- Useful for selective optimization
How to use:
- Select meshes (for Join Selected)
- Click the appropriate join button
- Meshes will be combined
Cleanup Tools
Remove Doubles
Eliminates duplicate vertices in your mesh:
- Adjustable threshold for precise control
- Reduces vertex count
- Fixes common mesh issues
- Improves performance
How to use:
- Select your mesh
- Set the merge distance threshold
- Click Remove Doubles
- Duplicate vertices within the threshold will be merged
When to Use Each Feature
- Combine Materials: When you have many materials with similar properties
- Convert to PNG: Before uploading to VRChat or other platforms
- Join Meshes: For final optimization before export
- Remove Doubles: When mesh has overlapping or duplicate vertices
⚠️ Important: These operations are permanent. Always save your work before using these tools. Consider keeping a backup of your original files.
Bone Merging Tab
The Bone Merging tab provides advanced tools for optimizing your avatar's armature and reducing bone count.
Main Settings
Merge Options
Merge Mesh:
- Available when multiple meshes are present
- Combines meshes before bone operations
- Preserves weight assignments
Merge Bone:
- Controls which bones to merge
- Smart selection based on bone influence
- Preserves important bones automatically
Merge Ratio:
- Sets the merging threshold (0.0 to 1.0)
- Higher values merge more aggressively
- Lower values are more conservative
- Recommended: Start with 0.5 and adjust
Primary Actions
Refresh Root:
- Updates root bone references
- Fixes hierarchy issues
- Ensures proper bone relations
- Use after making changes to armature
Bone Merge:
- Executes the merging process
- Combines selected bones based on settings
- Redistributes weights intelligently
- Reduces overall bone count
Weight Management
Merge Weights
Merge All:
- Combines all weight groups
- Optimizes weight distribution
- Reduces overall weight count
- Good for final optimization
Merge to Active:
- Transfers weights to active object
- Ideal for specific mesh optimization
- Maintains weight influence
- Use for selective optimization
Additional Options
Keep Merged Bones:
- Retains merged bones as backup
- Allows for reverting changes
- Useful for testing results
- Disable for maximum optimization
Merge Visible Meshes Only:
- Processes only visible objects
- Helps with selective optimization
- Maintains hidden backups
- Good for iterative workflow
Cleanup Tools
Delete Operations
Remove Zero Weight Bones:
- Deletes bones with no weight influence
- Reduces armature complexity
- Improves performance
- Safe to use in most cases
Remove Constraints:
- Clears bone constraints
- Simplifies armature behavior
- Reduces computation needs
- Use if constraints aren't needed
Remove Zero Weight Groups:
- Cleans empty vertex groups
- Reduces file size
- Improves viewport performance
- Safe cleanup operation
Keep Twist Bones Option:
- Preserves important animation bones
- Maintains smooth deformations
- Prevents animation issues
- Enable for better animation quality
Keep Empty Parent Bones:
- Retains parent bones even without weights
- Maintains hierarchy integrity
- Prevents structural issues
- Enable for complex rigs
Skip Hidden Bones:
- Ignores hidden bones during cleanup
- Preserves specific rig setups
- Ensures hidden bones remain unaffected
- Use when you have helper bones
Extra Operations
Duplicate Bones:
- Creates copies of selected bones
- Useful for custom rigging
- Maintains original structure
- Advanced feature for custom rigs
Connect Bones:
- Creates visual connections between bones
- Improves armature readability
- Helps with animation setup
- Makes bone relationships clearer
Best Practices
- Always start with a backup - Bone merging significantly modifies your armature
- Test merge ratios - Try different values on a copy first
- Check animations after merging - Ensure movements still work correctly
- Use cleanup tools last - Do all modifications before cleanup
- Keep twist bones - Unless you're absolutely sure you don't need them
- Refresh root after changes - Keep bone hierarchy up to date
Workflow Example
- Start with Merge Ratio at 0.5
- Enable Keep Merged Bones for safety
- Click Bone Merge
- Check the result
- If satisfactory, run Remove Zero Weight Bones
- Then Remove Zero Weight Groups
- Finally Remove Constraints if not needed
⚠️ Warning: These operations significantly modify your armature structure. Always keep a backup of your original file before proceeding. Test on a copy first if you're unsure.
Optimization Workflow
Recommended Order
-
Material Tab:
- Join meshes if needed
- Remove doubles
- Combine materials
-
Atlas Tab:
- Create texture atlas
- Reduce material count
-
Bone Merging Tab:
- Merge bones
- Clean up unused bones and weights
-
Final Check:
- Test animations
- Verify materials
- Check vertex counts
Performance Tips
- Atlasing gives the biggest performance boost
- Bone merging helps with platform limits
- Material combining reduces draw calls
- Remove doubles reduces vertex count
Related Pages:
- Quick Access - Basic model operations
- Custom Model Creation - Merging multiple models
- Troubleshooting - Common optimization issues
Please do not report any issues for Blender version below 5.0