# For V and NPC - Rig deforming

## Summary:

**Published**: Oct 12 2024 by @chris\
**Last edited:** Oct 12 2024 by [mana vortex](mailto:undefined)

This guide will show you how to create a **custom rig**, based on [**BODY SHAPING - Tutorial**](https://www.nexusmods.com/cyberpunk2077/mods/2884)**.**&#x20;

### **Wait, this is not what I want!**

* If you want to learn what a rig even does, check [Armatures: .rig files](/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/armatures-.rig-files.md)
* If you want to create custom poses instead, check [Poses/Animations: make your own](/cyberpunk-2077-modding/modding-guides/animations/animations/poses-animations-make-your-own.md)

## Requirements:

<table><thead><tr><th width="155"></th><th width="546.7667236328125"></th></tr></thead><tbody><tr><td>Wolvenkit</td><td>>= 8.17.1 <a href="https://github.com/WolvenKit/WolvenKit/releases/tag/8.15.0">stable</a> | <a href="https://github.com/WolvenKit/WolvenKit-nightly-releases/releases">nightly</a> (<a href="/spaces/-MP_ozZVx2gRZUPXkd4r/pages/-MZyVMbYHIDdrFBG7aP9#downloading-wolvenkit">install guide</a>)</td></tr><tr><td>Blender</td><td><a href="https://www.blender.org/download/">5.0</a></td></tr><tr><td>Plugin version</td><td><a href="https://github.com/WolvenKit/Cyberpunk-Blender-add-on/releases/tag/1.8.0">1.8.0</a></td></tr></tbody></table>

### Level of difficulty:

Medium - you should have some general knowledge of Blender and Wolvenkit

## Setting up

1. Create a [new Wolvenkit project](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/usage/wolvenkit-projects#create-a-new-wolvenkit-mod-project)
2. Find an add one of the following files (the correct one for your body gender):

```
femV:  base\characters\common\base_bodies\woman_average\t0_000_wa_base__full.mesh
mascV: base\characters\common\base_bodies\man_average\t0_000_ma_base__full.mesh
```

<figure><img src="/files/j7lHWxGihkveuH3b4B0k" alt=""><figcaption><p><mark style="color:red;">Add it to your project</mark></p></figcaption></figure>

3. Export it from Wolvenkit. Use the following settings:
   * **Mesh Export Type**: WithRig
   * **WithRig settings:** Select Rig -> woman\_base\_deformations.rig

<figure><img src="/files/V6Zg56PM35nE1qB8iedt" alt=""><figcaption></figcaption></figure>

## Blender

1. Import the `.glb` that you [just exported](/cyberpunk-2077-modding/for-mod-creators-theory/modding-tools/wolvenkit-blender-io-suite/wkit-blender-plugin-import-export.md#export-from-wolvenkit) into Blender:

<figure><img src="/files/fEqWUyYhVC9bwhwHm5Pf" alt=""><figcaption><p><br></p></figcaption></figure>

2. You will see V's body: this is your immediate preview.
3. Enable and select the armature in the side bar panel:

<figure><img src="/files/3uhxtTIhgnlpJmZH7oyp" alt=""><figcaption></figcaption></figure>

4. Switch the viewport to to `Pose Mode` ( at the top left)
5. You can now select and **scale** individual bones.

![](/files/KmdGtlK0S7QWBOZbV6lk)

<figure><img src="/files/2N17mo8gmVw9K1u7d6WV" alt=""><figcaption><p><mark style="color:red;">Select the bones tab, select the bone you want to edit, and scale.</mark></p></figcaption></figure>

* Generally you want to scale bones that do not effect other bones. Joints, or those parenting other bones can break the mesh in game. Rotation and location generally breaks things.
* In my testing, Thigh\_1\_JNT isn't worth the hassle, looks fine in blender but always broke for me in game. *<mark style="color:red;">(if someone has a solution for this please let me know)</mark>*
* Since you are simply using blender to get a visual on what you are changing, you technically only need to edit one half of the body.

## Importing the changes into Wolvenkit

{% hint style="info" %}
This is currently a manual process. In the future, the toolchain will let you do this automatically — but we aren't there yet.
{% endhint %}

1. Add the required `.rig` files to your project (the second file is for first person perspective):

femV:

```
base\characters\base_entities\woman_base\deformations_rigs\woman_base_deformations.rig
base\characters\entities\player\deformations_rigs_wa\player_woman_base_deformations.rig
```

mascV:

```
base\characters\base_entities\man_base\deformations_rigs\man_base_deformations.rig
base\characters\entities\player\deformations_rigs_ma\player_man_fpp_deformations.rig
```

<figure><img src="/files/ir2R0IdiUWMTHtEKqgWX" alt=""><figcaption></figcaption></figure>

2. Open one of the files in the CR2W editor and find the BoneTransforms array
3. Find the bone that you scaled in Blender:

<figure><img src="/files/ZqGqfeEZNevaeAETCK9w" alt=""><figcaption></figcaption></figure>

4. Here, we copy the values from Blender' s `BoneTransforms` tab.

{% hint style="danger" %}
Z and Y axes in Blender are **flipped** compared to Wolvenkit, so flip those values when inputting.
{% endhint %}

5. You need to do this for both sides of the body, so find the corresponding bone\
   \&#xNAN;*If the name of your bone ends with `_r`, the corresponding bone ends with `_l`, and vice versa*
6. Save your changes
7. Open the other file in Wolvenkit, and repeat steps 2-6.

## Testing

1. Before packing your mod, **delete** the `.mesh` file that you exported in step 1. Your mod should only contain files with the extension `.rig`.
2. Hit the [Install and Run](https://wiki.redmodding.org/wolvenkit/wolvenkit-app/menu/toolbar#install-and-launch) button on the Wolvenkit toolbar
3. Start up the game

***

<mark style="color:blue;">**Tada!**</mark>**&#x20;if you did everything right then you can now cosplay as your favorite ant.**

<figure><img src="/files/DAsmMF9cHoc85dj3hl7l" alt=""><figcaption><p>Peak female form.</p></figcaption></figure>

Thanks for reading hope it worked -<mark style="background-color:purple;">Chris</mark>

## **How to make your rig for only V (or a specific NPC)**

So you got the rig edit working, but you may have noticed it applies to almost all female characters in game, not just V. This is because we edited a base game file that's shared by lots of characters including V, and by replacing it, made a "global" rig. \
\
If a global rig is what you wanted, you can pack your mod as is.

If you want to make your mod specifically for V or a certain NPC, or make it an equippable item, see tutorials below:&#x20;

* [For V or NPC - How to make a rig mod](https://app.gitbook.com/o/-MP5ijqI11FeeX7c8-N8/s/4gzcGtLrr90pVjAWVdTc/~/edit/~/changes/2291/modding-guides/npcs/rig-deforming-for-v/for-v-or-npc-how-to-make-a-rig-mod)
* [For V - How to make Equippable Rig mods](https://app.gitbook.com/o/-MP5ijqI11FeeX7c8-N8/s/4gzcGtLrr90pVjAWVdTc/~/edit/~/changes/2291/modding-guides/npcs/rig-deforming-for-v/for-v-how-to-make-equippable-rig-mods)

## **Troubleshooting**

### **My rig edit isn't showing up!**

* Disable (remove) any other rig edits
* Check if your mod's `.archive` file has been installed to the correct folder:\
  [`Cyberpunk 2077`](/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/the-cyberpunk-2077-game-directory.md)`\archive\pc\mod`
* Make sure that it comes first in the load order by prefixing its name with a `#`


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/rig-deforming-for-v.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
