Wolvenkit Blender IO Suite
How the Wolvenkit Blender plugin works
Summary
Published: ??? by mana vortex Last documented edit: Dec 20 2024 by mana vortex
This is the landing page for the Wolvenkit Blender plugin.
Here, you can find Usage instructions, as well as an overview of its features:
You can find a detailed install guide under Installing the Wolvenkit Blender Plugin.
Wait, this is not what I want!
If this is your first time using Blender, you can check out Blender: Getting Started
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
Compatibility
Usage
The toolbar to the right of your viewport will show you the CP77 Modding
tab.
(Keyboard shortcut to hide/unhide: n
)

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:

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

Collision Tools
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
Mesh Tools
Select a mesh in the viewport to see all options. You can find the following tools here: Modelling Change Armature Target UV Checker Weight transfer Mesh Cleanup Prep. It! Group Ungroup Verts Delete Unused Vert Groups AKL Autofitter Vertex Colours Apply Vertex Colour Preset Save Vertex Colour Preset Delete Vertex Colour Preset Material Export Export Hair Profile Export MLSetup

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.

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

Weight transfer
Lets you transfer vertex weights from one collection to the other. If you don't know what the checkboxes are for, you can just leave them blank.

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, though.
Delete Unused Vert Groups
Will remove vertex groups without corresponding vertices. This can make it easier to see what you are working on.
For documentation of the autofitter, see the corresponding wiki page.
Vertex Colours
Vertex colour profiles are for e.g. Painting garment support parameters or Hair: Vertex paint for transparency. 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)
Export MLSetup
Lets you export a multilayered material that you have edited in Blender.
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