WKit Blender Plugin: Error messages
Plugin error messages and how to resolve them
Last updated
Plugin error messages and how to resolve them
Last updated
Published: Apr 19 2024 by manavortex Last documented update: Apr 19 2024 by manavortex
This page will tell you how to resolve error messages from the Wolvenkit Blender IO Suite.
You can also check Troubleshooting your mesh edits for less addon-specific mesh troubleshooting
This should only happen for meshes with armatures.
Switch to the Data tab (the green triangle)
If you don't have vertex groups, add one
If you already have vertex groups, select the one named to the bone closest to your ungrouped vertices
If you aren't already, switch to Edit Mode (Hotkey: Tab
)
Click the "Assign" button under the vertex groups panel
This should only happen for meshes with armatures. You can check the screenshot under Assign weights before exporting for references.
Switch to the Data tab (the green triangle)
The plugin should have switched your viewport to Edit Mode (if not, do it yourself - hotkey: Tab
)
Find out which vertices are the problem by moving them around in the edit view
In the list of vertex groups, select the armature bone closest to your ungrouped verts
Click the "Assign" button under the vertex groups panel
Rinse and repeat the process for all submeshes until the plugin lets you export
You are trying to export a pose, but you didn't select your armature. Click on the armature object in the outliner:
You're trying to export something, but you haven't selected any meshes. Select everything that you want to export in the outliner (top-right panel) - the armature parent will be auto-selected for you.
For Cyberpunk material assignments to work, your mesh must have UV maps.
For more information on this, check UV Mapping: texturing a 3d object.
Switch to the Data tab and add one:
Triangulation means that faces must have exactly three corners.
The plugin should have switched the viewport to Edit Mode. If not, do it yourself (Hotkey: Tab
)
Triangulate faces (Hotkey: Ctrl+T
). The default settings are fine.
You should now be able to export.
You have vertex groups in your mesh that don't have a corresponding bone in the armature. Run the following Python script to delete them:
The armature (rig, skeleton) is the thing that makes your mesh move in-game.
If your mesh isn't supposed to move, check AMM props: You don't need an armature
If your mesh is supposed to move with the body, check Equipment: You need an armature
It's enough to check the "Export as Static Prop" box during export, and the error will go away.
You should have an armature in your .blend file because you're importing over an original Cyberpunk mesh. If you don't, you might want to refer to a guide such as Replace a player item with an NPC item and follow the steps.
Open the Modifiers
tab (the orange wrench) and repeat the following steps for each mesh:
Make sure that there is exactly one Armature
modifier present. If there is none, click Add Modifier
and add one.
Click into Object
and select the armature that your mesh is parented to.
You need to reduce the vertex count.
You should now be able to export, but your material will most likely look funky. To remedy this, refer to Adding decals ->
That's due to how the Blender .gltf export works. See Troubleshooting your mesh edits for how to remedy this.