Best way to replace full limbs on an Avatar?

Hello! Ive recently been messing around some more with avatar creation when I happened to ruin into a big issue. I happen to be using the Runa base and am trying to put on a specific addon called the Cricket Legs, which is a full on replacement for the base legs. The issue is that the installation process shown by the creator happens to make the Avi PC only, as it both uses shaders (to hide the original legs) and parent constraints (to “bind” the rig of the cricket legs to the original rig). Ive heard that there are new constraints coming to the SDK soon but I’d rather not wait for it to get out of beta.

I since have been trying to use Blender and the CATS plugin to repeatedly try and replace the legs manually, to both make it quest compatible and also remove the legs themselves to save on polies. But I usually get some kind of issue, from broken material order to the rig being un-animatable in unity. Been at this over the course of a couple days and would like some help to find a good solution. Appologies if I sound extremely novice, cause I kinda am lel. But any help is very very much appreciated. :3

It is not, and you describe the issue really well.

So, the whole point is to make it compatible for quest/mobile platforms. For that indeed going through Blender with Cats is a good idea, but you may have to recreate the avatar from it, replacing the fbx with your fixed one will most likely break the armature as it’s very different to it.

What i could suggest is to try to go from the PC version and try to apply the GitHub - kurotu/VRCQuestTools: Unity editor extension to support uploading VRChat avatars for Oculus Quest to optimize it down. Else you will have to remake every option from your newly made fbx.

For the constraint, it’s here only used to parent the object to a bone, i guess you could use the new vrc contrains but don’t know how they work.

Ive used VRCQT, the issue is that the constraints break because they are PC only, and I both dont want to wait until VRC Constraints become live and keep the model a bit more efficient and not have to rely on the constraints. CATS seems to be the best way but I still get issues like certain materials breaking or the rig not being set up correctly.

Well, if you only need constrains to lock an object to a bone, they i recommend to look into the Modular Avatar “Bone Proxy” component. It will move at build time the object on the right bone, so no constraint required. I’ll let you look at it.