Creating Animations - Editing V's Actual In Game Animations
Tutorial: How to Edit Third-Person and First Person Animations for V
Summary
Published: Sep 27 2024 by @tylr Last documented edit: Sep 27 2024 by manavortex (Formatting)
This tutorial will show you how to Edit Third-Person and First Person Animations for V. Works with JB's TPP Mod which is found on Nexus Mods and for replacing first-person animations
Download the template
I highly suggest using my template, which can be downloaded here: https://drive.usercontent.google.com/download?id=1_Z1cmk_r2xH0YtII7t1JbqQoMgvY2m3g&export=download&authuser=0
It includes:
A Blender template with FemV locomotion animations, rigs, and mesh
A WolvenKit project template
Pre-exported NPC animations ready for Blender
It's the same one I use in my tutorial videos.
Requirements (click to download)
Cyberpunk Blender Addon 1.6.0 Wolvenkit 8.14.0 BLENDER 4.2
Video Format
This tutorial is mainly in video form for simplicity. Don’t worry if this looks tough—it's actually really easy once you get the hang of it.
First, open WolvenKit from the link above. In the video, I show how to open the project file from my template and install the Cyberpunk Blender Addon.
Replacing an Animation (Video Walkthrough: This video only shows the manual way to replace animations)
Open the Blender Template
Before exporting, remove any unedited animations. This prevents unnecessary files from being included and speeds up the export process.
Export Your Animation
For example, if you've fixed the backward jog (FPP JOG 180), export it as
player_locomotionnnn.anims.glb
to:Template Folder\WolvenKit Template Folder\Player Animation Template\source\raw\base\animations\player\female\body\player_locomotionnnn.anims.glb
Overwrite the file when prompted.
Import to WolvenKit
In WolvenKit, click Import and select the edited
.glb
. This will import your modified animation into theplayer_locomotionnnn.anims
file.Manual Method
Update Animation Handles: Copy the animation handle from
player_locomotionnnn
and paste it over the FPP JOG 180 handle in thePlayer Locomotion.anim
file.Transfer AnimAnimDataChunk: Copy the AnimAnimDataChunk from
player_locomotionnnn
and paste it in the locomotion anim data chunk. Then, set theunkindex
in the animbuffer to match the data chunk.
Automatic Method (100x Faster)
Simply rename your
.glb
to match the.anims
file you are replacing. In this case, you would just rename the .glb toplayer_locomotion.anims.glb
Import it, and the system will handle the rest automatically.
Again make sure to only include animations that you've included before importing.
Optional Fix: Frame Clamping
If the animation glitches, enable frame clamping to keep the FPS at 30.
That’s it! You can use this method to replace any animation for V, including combat animations. If you want to revert to the original animation, right-click the file and select Replace with Original.
Editing/Fixing Animations
Editing animations for Cyberpunk 2077 can be tricky due to the large number of bones in its rig. While it's possible to use animations from other games, it can require a lot of adjustments. Fortunately, NPC animations and V’s other animations tend to work well, though NPC arm bones often don’t transfer properly to V.
In this video, I demonstrate how to fix an animation for third person, specifically the backward crouch walk. The best approach I’ve found is to use keyframes from other animations and replace the problematic keyframes in the animation you want to fix.
In this case, the back looks off, so I need to replace the spine bone keyframes. The main bones to focus on (for most animations) are from Hips to Spine3, and if needed (though I rarely touch these), Left Shoulder to Right Hand.
For this fix, I found that the backward walk angled at 220 degrees is the closest match to use keyframes from. I copy keyframes from the spine bones one by one and paste them into the backward crouch walk animation, adjusting as needed.
Keyframe Scaling for Different Durations
If the animations are different lengths, press S on your keyboard to scale the keyframes to fit the animation you’re editing. This ensures that the animation will still loop perfectly even when using keyframes from other animations. In this video, I scale the keyframes around the 4:27 mark.
The animation I fixed in 9 minutes is featured in a mod I posted on Nexus Mods titled TPP Jog Animation Redone and can be downloaded there if you wish to see how this edited animation looks in game.
Additional Information
I also included about 10 different NPC animations exported from WolvenKit, ready for Blender in my template. This video shows how to import those animations into Blender and apply them to V, as well as how to use keyframes from them.
For example, I import Panam’s sniper combat locomotion animation. As you’ll notice, it looks awkward on V, especially the arms. To fix this, I copy the keyframes from Panam’s animation—excluding the arm keyframes—and paste them into V’s walk animation. The result looks much better.
This process took just two minutes. To import that edited animation into the game, simply follow the steps outlined earlier for replacing an animation. Once replaced, V will use this animation whenever walking fast.
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