Rig deforming for V

A short tutorial on how to modify your V's body by resizing bone shape.

Summary:

Published: Oct 12 2024 by @chris Last edited: Oct 12 2024 by manavortex

This guide will show you how to create a custom rig for V, based on BODY SHAPING - Tutorial

Wait, this is not what I want!

Requirements:

Wolvenkit

latest >= 8.14

Blender

latest (>= 4.2)

Optional

Unique V Body Framework

Level of difficulty:

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

Setting up

  1. 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
  1. Export it from Wolvenkit. Use the following settings:

    • Mesh Export Type: WithRig

    • WithRig settings: Select Rig -> woman_base_deformations.rig

Blender

  1. Import the .glb that you just exported into Blender:

  1. You will see V's body: this is your immediate preview.

  2. Enable and select the armature in the side bar panel:

  1. Switch the viewport to to Pose Mode ( at the top left)

  2. You can now select and scale individual bones.

  • 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. (if someone has a solution for this please let me know)

  • 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

This is currently a manual process. In the future, the toolchain will let you do this automatically — but we aren't there yet.

  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
  1. Open one of the files in the CR2W editor and find the BoneTransforms array

  2. Find the bone that you scaled in Blender:

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

X and Y is flipped inside of Wolvenkit compared to blender, so flip those values.

  1. You need to do this for both sides of the body, so find the corresponding bone If the name of your bone ends with _r, the corresponding bone ends with _l, and vice versa

  2. Save your changes

  3. Open the other file in Wolvenkit, and repeat steps 2-6.

  4. If you are not using Unique V Body Framework, proceed to the next section - otherwise, read on.

Unique V Body Framework: Compatibility

To ensure compatibility, you need to re-name any files you edited:

BeforeAfter

woman_base_deformations.rig

female_plr_deformations.rig

woman_base_deformations.animgraph

female_plr_deformations.animgraph

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. Start up the game


Tada! if you did everything right then you can now cosplay as your favorite ant.

Thanks for reading hope it worked -Chris

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\archive\pc\mod

  • Make sure that it comes first in the load order by prefixing its name with a #

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