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.
You can only export files which are part of a Wolvenkit project.
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!
Import/Export (Wolvenkit wiki)
Blender Integration(Wolvenkit wiki)
If this is your first time using Blender, check Blender: Getting Started
Archived: Exporting and importing meshes (has additional information that might come in handy)
Meshes
Export from Wolvenkit
For where to export a mesh, see Tools: Import/Export UI
For how to export a mesh, see Import/Export: Mesh (3d Model)
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
![](https://wiki.redmodding.org/~gitbook/image?url=https%3A%2F%2Ffiles.gitbook.com%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FquFu8ZZ9IBOmWUNu4asO%252Fblender_plugin_import.png%3Falt%3Dmedia%26token%3Db0c0e03b-f2fe-4df4-9b92-d5dba61e4d90&width=768&dpr=4&quality=100&sign=17285c65&sv=1)
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.
![](https://wiki.redmodding.org/~gitbook/image?url=https%3A%2F%2Ffiles.gitbook.com%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FE5XwVbNoDUK2IE8R5sxq%252Fblender_plugin_import_mesh.png%3Falt%3Dmedia%26token%3D3f459cf4-644f-4db2-9832-853629a89494&width=768&dpr=4&quality=100&sign=7a820e22&sv=1)
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
![](https://wiki.redmodding.org/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FoTUnJd1LtUgtM3kLKAeW%252Fblender_plugin_export_mesh.png%3Falt%3Dmedia%26token%3Dc9cafec2-b4ef-4565-8dc1-9427e54f1a9e&width=768&dpr=4&quality=100&sign=2b3cca67&sv=1)
In the file picker, overwrite the glb you were editing (you need to overwrite an existing file to import back to Wolvenkit).
For an explanation of the sidebar settings on the right, read on below the picture.
![](https://wiki.redmodding.org/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FJRqcuRBYU5EqG0FcQdXx%252Fblender_plugin_export_mesh_2.png%3Falt%3Dmedia%26token%3Dd35675b7-b5a2-415a-9170-c0680c2ee2bc&width=768&dpr=4&quality=100&sign=affcb3f6&sv=1)
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
For where to import a mesh, see Tools: Import/Export UI
For how to import a mesh, see Import/Export: Mesh (3d Model)
Animations
Export from Wolvenkit
You can use Wolvenkit's #export-tool to export .anims to .glb. The default setting is fine.
Importing into Blender
The process of importing animations into Blender is the same as it is with meshes.
Exporting from Blender
Select your armature
Follow the process for Meshes, but check the Animations checkbox in the side panel.
Importing into Wolvenkit
For where to import an .anim, see Tools: Import/Export UI
For how to import an .anim, see Import/Export: Mesh (3d Model) and change the #target-file-formatto Anims
.
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:
Exporting Vehicles (you can also use this for characters)
Exporting Characters to Blender
Importing into Blender
After you have exported the entity from Wolvenkit via script, switch to Blender and select File -> Import -> Cyberpunk Entity (.json)
![](https://wiki.redmodding.org/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FltQsfBEUzlz3TXKdEmAP%252Fblender_plugin_import_entity.png%3Falt%3Dmedia%26token%3D925db722-3d82-457d-b527-c9e9666ab4af&width=768&dpr=4&quality=100&sign=e1fc51f2&sv=1)
Navigate the file browser to the ent.json
in your project's raw
folder and import it.
![](https://wiki.redmodding.org/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FlkiC2IKH8JGip9AqSc9c%252Fblender_plugin_import_entity_2.png%3Falt%3Dmedia%26token%3De34fa8dc-916e-44c9-a294-94af9771e1e0&width=768&dpr=4&quality=100&sign=dab8cdae&sv=1)
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
![](https://wiki.redmodding.org/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FIT9Nt5C6U9hAgzRiF7Eh%252Fblender_plugin_import_sector.png%3Falt%3Dmedia%26token%3Deb0b240d-fec9-4df9-a4f7-50043c995d04&width=768&dpr=4&quality=100&sign=6ed34b54&sv=1)
Navigate in the file view to your Wolvenkit project's root file, and select the .cpmodproj
file:
![](https://wiki.redmodding.org/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FsNqNKsaeOZkLiulYV4iB%252Fblender_plugin_import_sector_2.png%3Falt%3Dmedia%26token%3D73788d83-34b6-4b50-9bf1-887f464eb126&width=768&dpr=4&quality=100&sign=86377d0e&sv=1)
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
Export a hair mesh with materials (the default setting), then import it
Editing the hair profile
Select the imported hair and switch to Blender's Shading
perspective. Here, you can alter the gradients,
![](https://wiki.redmodding.org/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252F6wZdgSKjBjtxwhA3r2fZ%252Fblender_plugin_hair_colour.png%3Falt%3Dmedia%26token%3Daf186b75-026a-4a70-a2c1-43197c3c0993&width=768&dpr=4&quality=100&sign=e5b8697c&sv=1)
Exporting from Blender
Recommended: make sure that your material name in Blender ends with
_cards
Make sure that your hair mesh is selected
In the CP77 Modding panel, select
Export Hair Profile
![](https://wiki.redmodding.org/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252FxNvw7YuTNchjngYuyBCa%252Fblender_plugin_export_hp.png%3Falt%3Dmedia%26token%3Dcbc7e1ef-3ebc-4afa-a349-d7ae2ae48c20&width=768&dpr=4&quality=100&sign=3fe59602&sv=1)
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
:
![](https://wiki.redmodding.org/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252F3DgGJRK0mbVNTo2vnKgE%252Fblender_plugin_hp_file.png%3Falt%3Dmedia%26token%3D2fd67f54-417e-41bf-84ff-a369a5caa7fb&width=768&dpr=4&quality=100&sign=cde54967&sv=1)
You can now import it from json.
Last updated