Wolvenkit Blender IO Suite
How the Wolvenkit Blender plugin works
You can find specific instructions for Installing the Wolvenkit Blender Plugin on the corresponding wiki page.
For the plugin's original readme, check github.
Compatibility
Game version | Plugin version | Wolvenkit version |
---|---|---|
2.0.0 or higher | latest (at least 1.5.0) | |
up to 1.6.3_hotfix1 (but before 2.0) | <= |
The plugin is developed on Blender 3.6 and Blender 4.0. For maximum compatibility, install the same version.
Usage
As soon as you have a mesh or armature selected, the viewport toolbar (keyboard shortcut to hide/unhide: n
) will show you the CP77 Modding
tab:
Features
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
You can load one of Cyberpunk's default armatures at any time:
If you import an .anims file, selecting any armature will give you the option to play any existing animation:
Mesh Tools
Transfer Vertex Weights
Lets you transfer vertex weights from one collection to the other (please read the info box below):
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.
For documentation of the autofitter, see the corresponding wiki page.
Modifiers
Lets you change the armature target (the skeleton that'll move and deform your mesh)
Material Export: Hair
Lets you export a hair profile. For documentation, see Hair profiles (.hp)
You can find a guide about at the link.
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.
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
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