# Wolvenkit Blender IO Suite

## Summary

**Published**: ??? by [mana vortex](https://app.gitbook.com/u/NfZBoxGegfUqB33J9HXuCs6PVaC3 "mention")\
**Last documented edit**: Dec 20 2024 by [mana vortex](https://app.gitbook.com/u/NfZBoxGegfUqB33J9HXuCs6PVaC3 "mention")

This is the landing page for the Wolvenkit Blender plugin.

Here, you can find [#usage](#usage "mention") instructions, as well as an overview of its features:

* [#animation-tools](#animation-tools "mention")
* [#mesh-tools](#mesh-tools "mention")
* [#akl-autofitter](#akl-autofitter "mention")
* [#collision-tools](#collision-tools "mention")
* [#hair-profiles-.hp](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wkit-blender-plugin-import-export#hair-profiles-.hp "mention")

You can find a detailed install guide under [installing-the-wolvenkit-blender-plugin](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/installing-the-wolvenkit-blender-plugin "mention").

### Wait, this is not what I want!

* If this is your first time using Blender, you can check out [blender-getting-started](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/blender-getting-started "mention")
* For detailed usage instructions, check [wkit-blender-plugin-import-export](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/wkit-blender-plugin-import-export "mention")
* The plug-in's source code and original readme are on [github](https://github.com/WolvenKit/Cyberpunk-Blender-add-on/)
* If you run into issues using the plugin, you can check [wkit-blender-plugin-troubleshooting](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/wkit-blender-plugin-troubleshooting "mention")

## Compatibility

<table><thead><tr><th width="289"></th><th></th></tr></thead><tbody><tr><td>Blender version</td><td><a href="https://www.blender.org/download/">5.0</a></td></tr><tr><td>Plugin version</td><td><a href="https://github.com/WolvenKit/Cyberpunk-Blender-add-on/releases/tag/1.8.0">1.8.0</a></td></tr><tr><td>Wolvenkit version</td><td>>= 8.17.1 <a href="https://github.com/WolvenKit/WolvenKit/releases/tag/8.15.0">stable</a> | <a href="https://github.com/WolvenKit/WolvenKit-nightly-releases/releases">nightly</a> (<a href="https://app.gitbook.com/s/-MP_ozZVx2gRZUPXkd4r/getting-started/download#downloading-wolvenkit">install guide</a>)</td></tr></tbody></table>

## Usage

The toolbar to the right of your viewport will show you the `CP77 Modding` tab.\
(Keyboard shortcut to hide/unhide: **`n`**)

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-aeb8a069e7fcd088746c1ea8996e0c20f5680b4f%2Fblender_plugin_viewport.png?alt=media" alt=""><figcaption></figcaption></figure>

## Animation Tools

In the **animation tools**, you can find

* shortcuts for playing, renaming and deleting existing animations
* shortcuts to add new actions and insert keyframes

### Load Bundled Rig

You can load one of Cyberpunk's default armatures at any time:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-ee63ec6fe4a2c4ba3ab84babbd18309bb8c1ae1e%2Fwkit_blender_io_suite_anims_load_selected_rig.png?alt=media" alt=""><figcaption></figcaption></figure>

### Animsets

If you import an .anims file, selecting **any armature** will give you the option to play any existing animation:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-8750e100367f79e782a7361454f31961d6ac7b70%2Fwkit_blender_io_suite_play_anims.png?alt=media" alt=""><figcaption></figcaption></figure>

***

## Collision Tools

The collision tools and -generator can

* generate of convex colliders with the exact shape of your mesh\
  \&#xNAN;*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

***

## Mesh Tools

| <p>Select a mesh in the viewport to see all options.<br><br>You can find the following tools here:<br><br>Modelling<br><a data-mention href="#change-armature-target">#change-armature-target</a><br><a data-mention href="#uv-checker">#uv-checker</a><br><a data-mention href="#weight-transfer">#weight-transfer</a><br><br>Mesh Cleanup<br><a data-mention href="#prep.-it">#prep.-it</a><br><a data-mention href="#group-ungroup-verts">#group-ungroup-verts</a><br><a data-mention href="#delete-unused-vert-groups">#delete-unused-vert-groups</a><br><br><a data-mention href="#akl-autofitter">#akl-autofitter</a><br><br>Vertex Colours<br><a data-mention href="#apply-vertex-colour-preset">#apply-vertex-colour-preset</a><br><a data-mention href="#save-vertex-colour-preset">#save-vertex-colour-preset</a><br><a data-mention href="#delete-vertex-colour-preset">#delete-vertex-colour-preset</a><br><br>Material Export<br><a data-mention href="#export-hair-profile">#export-hair-profile</a><br><a data-mention href="#export-mlsetup">#export-mlsetup</a><br><br><br><br><br><br><br></p> | <img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-c7fcb5d6c7683a174774b3b2bc6cafa437757fd3%2Fwkit_blender_io_suite_meshtools.png?alt=media" alt="" data-size="original"> |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

### Modelling

#### Change Armature Target

Lets you change the armature modifier of all selected meshes.

The checkbox `Also Reparent Selected Meshes to the Armature` moves the selected meshes into the armature's hierarchy as children.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-792bb547700b3fb70deb49a17f4c0cbd03b05ee3%2Fwkit_io_suite_change_armature_target.png?alt=media" alt=""><figcaption></figcaption></figure>

#### UV Checker

With the press of a button, you can switch out the currently active material to a coloured and numbered grid for easier [UV mapping](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/materials/uv-mapping-texturing-a-3d-object).

If the UV checker is currently assigned, pushing the button again will restore the original material.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-dfc0011a49f140567582c5c76a3b5a5331667013%2Fcyberpunk_io_suite_uv_checker_material.png?alt=media" alt=""><figcaption></figcaption></figure>

#### Weight transfer

Lets you transfer [vertex weights](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/meshes-and-armatures-rigging) from one collection to the other. If you don't know what the checkboxes are for, you can just leave them blank.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-4a38fa16b0c78f8e6b2a8739aa70a6f1b9e25936%2Fcyberpunk_io_suite_weight_transfer.png?alt=media" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
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.
{% endhint %}

<details>

<summary>Alternatively: By hand</summary>

You can only do this on a mesh-by-mesh basis, so you have to do all meshes in sequence.

To check out the more detailed process with a Transfer Weight modifier, check out the [custom-facial-piercings-prc-framework](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/custom-facial-piercings-prc-framework "mention") page, section [#weight-painting](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/custom-facial-piercings-prc-framework#weight-painting "mention")

1. Select the mesh with weights
2. Select the mesh that you want your weights transferred to
3. Press `Ctrl+L` and select `Transfer Mesh Data`
4. In the popup at the bottom left of your viewport, change the following properties:

![](https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-7bd4eea9ccf28eaf3cfa0f0cda902ad11b5455c4%2Fwkit_io_suite_transfer_weights_by_hand.png?alt=media)

5. Click anywhere else. You're done!

</details>

### Mesh Cleanup

#### Prep. It!

This will run the "Merge by distance" operator on your mesh. This will collapse vertices that are directly on top of each other.

#### Group Ungroup Verts

This can fix export errors by assigning ungrouped vertices to the "closest" vertex group (the nearest bone envelope). If your mesh moves weirdly in-game, you'll have to get [weight painting](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/meshes-and-armatures-rigging/weight-painting-for-gonks), though.

#### Delete Unused Vert Groups

Will remove vertex groups without corresponding vertices. This can make it easier to see what you are working on.

### [AKL Autofitter](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/wkit-blender-plugin-akl-autofitter)

For documentation of the autofitter, see the [corresponding wiki page](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/wkit-blender-plugin-akl-autofitter).

### Vertex Colours

Vertex colour profiles are for e.g. [painting-garment-support-parameters](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/garment-support-how-does-it-work/painting-garment-support-parameters "mention") or [hair-vertex-paint-for-transparency](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/guides-all-about-hair/hair-vertex-paint-for-transparency "mention"). This section will let you manage presets.

#### Apply Vertex Colour Preset

Applies a previously-saved preset to your current mesh

#### Save Vertex Colour Preset

Save the current colours as a preset

#### Delete Vertex Colour Preset

Delete a previously saved preset

### Material Export

#### Export Hair Profile

Lets you export a hair profile. For a step-by-step guide, see the corresponding wiki page -> [#hair-profiles-.hp](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wkit-blender-plugin-import-export#hair-profiles-.hp "mention")

#### Export MLSetup

Lets you export a multilayered material that you have edited in Blender.
