Wolvenkit Blender IO Suite
How the Wolvenkit Blender plugin works
Last updated
How the Wolvenkit Blender plugin works
Last updated
Published: ??? by Last documented edit: May 20 2024 by
This is the landing page for the Wolvenkit Blender plugin. Here, you can find Usage instructions, as well as an overview of its features:
If this is your first time using Blender, you can check out Blender: Getting Started
Under Installing the Wolvenkit Blender Plugin, you can find a detailed install guide
For detailed usage instructions, check WKit Blender Plugin: Import/Export
The plug-in's source code and original readme are on github
If you run into issues using the plugin, you can check WKit Blender Plugin: Troubleshooting
Game version | Plugin version | Wolvenkit version |
---|---|---|
2.0.0 or higher | ||
up to 1.6.3_hotfix1 (but before 2.0) | < 1.5.0 |
The plugin is developed on Blender 3.6 and Blender 4.0. For maximum compatibility, install the same version.
As soon as you have a mesh or armature selected, the viewport toolbar (keyboard shortcut to hide/unhide: n
) will show you the CP77 Modding
tab:
In the animation tools, you can find
shortcuts for playing, renaming and deleting existing animations
shortcuts to add new actions and insert keyframes
You can load one of Cyberpunk's default armatures at any time:
If you import an .anims file, selecting any armature will give you the option to play any existing animation:
Lets you transfer vertex weights from one collection to the other (please read the info box below):
The plugin will transfer weights by submesh name. If your target armature has more submeshes than your source armature, simply create duplicates and rename them accordingly.
For documentation of the autofitter, see the corresponding wiki page.
Lets you change the armature target (the skeleton that'll move and deform your mesh)
You can find a guide about Hair modeling beginner tutorial at the link.
With the press of a button, you can switch out the currently active material to a coloured and numbered grid for easier UV mapping.
If the UV checker is currently assigned, pushing the button again will restore the original material.
The collision tools and -generator can
generate of convex colliders with the exact shape of your mesh The number of vertices to sample should be set to match the number set in the .phys file in order to ensure successful export
generate box and capsule colliders with either user specified sizing or sized automatically to match the selected mesh
export edited collision bodies back to .phys ***currently requires a wolvenkit converted .phys.json file
(at least 1.5.0)
>= 8.11.0 ( | )
To check out the more detailed process with a Transfer Weight modifier, check out the Custom facial piercings - PRC Framework page, section
Lets you export a hair profile. For documentation, see