Rig Editing Garments for Gonks

Summary

Created & Published: June 2025 by PinkyJulien

This will be a rough copy/paste of a tutorial from a Discord chat.

I’ll go over how to edit a RIG: both the actual .rig files and garment’s armatures. This is useful for moving dangle bones, present in hair meshes or necklaces, and also for porting custom motorcycles that do not fit the game’ vanilla bike rigs, for example 🤠

Requirements

Huge thanks to Eagul for letting me include his scripts directly in this tutorial, and for his guidance while I was working on the Thundergod 🙏

For a more in-depth tutorial on Dangle Bones, I recommend checking Eagul’s tutorial on the Wiki


🟦 Exporting the Mesh

This tutorial was initially written to help a choom refit Fingers’ collar for Fem V; I’ll be using the same mesh and same screenshots here!

After adding your mesh to your wKit project, you’ll need to export it with its rig

Select the “withRig” settings in the export window, and make sure to add the corresponding rig to your garment; it can be a regular rig, or a dangle rig.

🟦 Refitting the RIG in Blender

To refit your rig, you’ll first need to refit your garment to the new desired model; in the case of this tutorial, Fingers’ collar will be refitted for FemV

Take note of the bones position on the original mesh, as you will need to follow the positioning once your refit is done.

When it comes to Finges’ collar, only 3 bones matters;

  • Neck

  • dyng_Necklace_01

  • dyng_Necklace_02

Bones with the prefix “dyng” are dangle bones

Dangle bones have physics in game, making garments follow the character’s movement in a dynamic way

(imagine the collar is actually refitted 🤠)

Once refitted, click on your mesh’ Armature and switch to Edit Mode

Only move the bones that interest you (you can hide all the others) and reference other meshes to know where to position them:

  • The Neck bone should match the vanilla WA RIG Neck position

  • The dyng_necklace_01 bone should be at the first hoop on the collar itself, like the original collar mesh

  • The second dyng_necklace_02 bone should be at the second hoop, above the leather pendant

It’s now time to prepare your scripts!

I personally change the Timeline window at the bottom into a Text Editor, then split it in two (you can do so by right clicking on the window and selecting “move/split area”)

In the first window, open the rigscript_boneposition.py file

In the second, open the rigscript_meshmatrices.py file

You’ll also need to open Blender’s console window Click in the "Window" tab at the top > "Toggle System Console"

Once you have everything ready, the bones fit your refit, your scripts opened at the bottom and Blender’s console on the side;

  • Still in edit mode, select the first bone you need in the bone list (In this case, we’ll start with Neck)

  • Press "play" on the first script "bone position"

  • Press "play" on the second script "mesh matrice"

You should see a bunch of numbers appear in the console

With this, we can now edit our .rig and our mesh armature in WolvenKit!

🟦 Editing the RIG in WolvenKit

We’ll start with the actual .rig file

I recommend making a copy of the rig you’re editing and removing all the bones you won't need; in our case, since we want to make a refit of the collar itself, we’ll be keeping only the Neck, necklace 01 and necklace 02 (Since this tutorial was quickly made on Discord, the screenshots will be editing the original rig)

To check which bones affect a garment, open its .mesh in wolvenKit and expand the bones names list!

Open your rig, and find the bone you just pulled the numbers from; Neck

For this specific collar, we don't need to mess with the Quaternions rotations and will only need to focus on the Translation values. If you rotate the bones, in the case of hair dangles for example, you’ll need to also use the rotations values

While working on my bike mod, I noticed the order in which the values were displayed was different from WolvenKit; that’s why I edited the script to add all these letters 👀

Simply copy and paste the values into the corresponding field in wkit And be sure to replace the dot with a comma!

Then for the mesh armature, we'll use the Bone Matrix numbers

Open your mesh and expand its boneRigMatrices list

There are 4 lists, W X Y Z, that have 4 values each, W X Y Z;

  • W

    • W

    • X

    • Y

    • Z

Thankfully these ones are in order, and already have a comma, so you can simply copy/paste them directly in the corresponding field!

Repeat both step, Bone Positions in the RIG and Bone Matrix in the Mesh, for all the bones that has been moved

Once you’re done, you can simply export your edited model from Blender into the mesh with the edited matrices, and link your edited rig in the entity’s animated component!

Last updated