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Autodesk/FBX (Noesis)

How to import/export meshes with Noesis

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Noesis is an alternative to exporting with WolvenKit. There are legitimate use cases for why you would want this. If you don't know them, you probably don't.

TL;DR:

Noesis is outdated. Go import/export with Wolvenkit.

Explanation

5000 years ago on the slopes of Mount Doom, mods were created with nothing but pickaxes, home-spun hemp, and hex editing. Older guides will refer to Noesis as the way to go — but Wolvenkit has come a long way since then. The import/export is reliable and works, and unless you run into issues, you will probably want to stick to it.

Given that you're still reading this, you probably have a reason to use Noesis, so here we go.

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Exporting from the Wolvenkit project

  1. Navigate the Noesis browser to your file on the disk (you can right-click on the mesh in Wolvenkit and select "Open in File Explorer")

  2. Right-click it in the Noesis Browser and select "Export"

  3. Export with default settings:

Done. You can now import the fbx to Blender.

Blender: Saving for import

Simply export as fbx, Blender's standard settings are fine for Noesis.

Importing

Noesis is an alternative to importing with WolvenKit.

  • Find your fbx in the Noesis browser

  • Right-click it and select "Export"

  • Set the Main output type to .mesh - CyberPunk 2077 mesh [PC]

  • A dialogue asks you for a file to overwrite. Make sure that it has your mesh!

Differences between fbx and glb

There are a few differences between Noesis and WolvenKit when it comes to exporting your meshes:

Note the differently named submeshes
Autodesk (fbx)
glTF Binary (glb)

Armature

Rotation W: 0

Rotation W: 1

Rotation Z: -1

Rotation Z: 0

Submesh names

submesh0

submesh_00_LOD_1

You can easily convert between the two formats by hand — or use this scriptarrow-up-right: Switch to Blender's Scripting perspective, create a new file, paste the contents in, and run it.

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