WKit Blender Plugin: Import/Export

How to import and export with the Wolvenkit Blender plugin

Summary

Published: ??? by manavortex Last documented edit: May 26 2024 by manavortex

This page lists step-by-step instructions for the export and import of game files.

The Wolvenkit parts of the workflow will link you to the red wiki, where you can find screenshots and (hopefully) up-to-date descriptions.

Wait, this is not what I want!

Meshes

Export from Wolvenkit

If your mesh won't export from Wolvenkit, try unchecking the following box(es) in the export settings:

Importing into Blender

Select File -> Import -> Cyberpunk GLTF

In the Blender File view, find the glb you exported from Wolvenkit. By default, the textures will be saved to your material depot in PNG format already.

For a rough guide on finding your way around Blender, check Blender: Getting Started,Cyberpunk Shaders in Blender or Step 2: Processing the downloaded mesh

Exporting from Blender

You must first select all meshes that you want to export. The plugin will automatically add their parent armature.

Select File -> Export -> Cyberpunk GLB

For an explanation of the sidebar settings on the right, read on below the picture.

Animations (checkbox)

Do not check this box if you are exporting a .glb file without animation data (it is for exporting animations)

Limit to Selected Meshes

By default, the Wolvenkit Blender IO Suite will only export selected meshes and their parent armatures. Unchecking this box will display the Export Visible Meshes checkbox, which is unchecked by default.

If you don't check either of these boxes, the plutin will export all meshes and armatures into the same .glb file. You usually do not want this.

Importing into Wolvenkit

Animations

Export from Wolvenkit

Importing into Blender

The process of importing animations into Blender is the same as it is with meshes.

Exporting from Blender

  1. Select your armature

  2. Follow the process for Meshes, but check the Animations checkbox in the side panel.

Importing into Wolvenkit

Entities

Export from Wolvenkit

You can export an entity by adding it to your project and running the corresponding script from inside Wolvenkit. Here are the relevant guides:

Importing into Blender

After you have exported the entity from Wolvenkit via script, switch to Blender and select File -> Import -> Cyberpunk Entity (.json)

Navigate the file browser to the ent.json in your project's raw folder and import it.

Use Cycles

Will switch the workbench's rendering mode from Eevee to Cycles. This will make sure that the shaders work as intended.

Update Global Illumination

Will fix lighting

With Materials

Will read materials from material.json files, generating shaders in the process.

Include Vehicle Collisions

This option imports a vehicle entities collision bodies for editing. The collision bodies give substance to the mesh and determine how the world responds to the vehicle - without proper collision bodies, your character, NPCs and anything else your vehicle bumps into would pass right through the mesh. Unless you're adding a new vehicle or significantly altering an existing one, you generally want to leave this box unchecked.

Exporting from Blender

Entity export is currently (1.5.0) not supported.

To export edited collision bodies back to .phys.json, simply press the "export collisions" button in the Collision Tools Panel and use the File View to navigate to your original .phys.json.

** Currently only modifying existing .phys files is supported.

Streaming Sectors

Export from Wolvenkit

To export streamingsectors, you have to use the corresponding Wolvenscript. The workflow is documented here.

Importing into Blender

After you have exported the streamingsector from Wolvenkit via script, switch to Blender and select File -> Import -> Cyberpunk StreamingSector

Navigate in the file view to your Wolvenkit project's root file, and select the .cpmodproj file:

Exporting from Blender

The export process is not part of the plugin yet (1.5.0); it is documented here.

Hair profiles (.hp)

To learn more about .hp files and their paramaters, check here

Importing to Blender

Editing the hair profile

Select the imported hair and switch to Blender's Shading perspective. Here, you can alter the gradients,

Exporting from Blender

  1. Recommended: make sure that your material name in Blender ends with _cards

  2. Make sure that your hair mesh is selected

  3. In the CP77 Modding panel, select Export Hair Profile

Your new .hp.json file will be generated in the raw folder of Wolvenkit project that you imported the hair mesh from with the name of mod_<material name in Blender>.hp.json:

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