Troubleshooting your mesh edits
When you can't import, or your imported mesh looks weird
Importing
My import won't show up in-game!
We need to troubleshoot your import.
Does the Wolvenkit preview update?
Yes: The problem is somewhere else, the mesh import works fine.
No: Is there an error message in the console?
Is there an error message in the console?
Yes: Here's where your problem is. Make the error message go away by checking the rest of this guide.
No: Do you have extra shapekeys?
Do you have extra shapekeys?
In Blender, check your shapekey section. It should look like the green box (or be empty).

If it does not, you need to apply any extra shapekeys, because Wolvenkit will ignore them on reimport. Expand the box below to find out how.
Tangents
You get an error message like this:
Message: One or more Geometry in provided GLTF doesn't contain Tangents data. Tangents must be included within glTF files.
Use the Cyberpunk Blender IO Plugin to export
Quick, easy, recommended: the plugin will tell you exactly what's broken and how to fix it. Download it here.
Alternatively, you can check by hand:
Bone: neutral_bone not present in export Rig(s)/Import Mesh
The neutral bone is created by the glb export plugin when there are vertex groups without a parent bone. WolvenKit will not let you import if there is a mismatch.
The following two scripts help you finding and/or fixing the problem. Switch to the Blender Scripting perspective and create a new, blank text file. Then, toggle the Blender system console to see their output (Blender: Window -> Toggle System Console)
Missing bones
To find which bones you're missing, you can use this script, which will print their names to console.
Vertices without weights
You can use this Python script to either select or auto-delete vertices with no weight.
Option 1: Fuck those bones
You can import the mesh with Noesis, which will not do any of these checks. For that, you need to import/export via .fbx.
Since noesis expects differently-named submeshes under the root armature, you'll want to export the mesh via noesis, join your changed meshes on those under Noesis_Root, and import it again. Caution: You'll have to rotate your armature in this case.
While this will get your mesh into the game, the missing bones mean that parts of it won't move the way you expect it!
Option 2: The Netrunner suit
The armature from the following mesh has a lot of bones and will often resolve most of your issues:
t0_005_pwa_body__t_bug.mesh
t0_005_pma_body__t_bug.mesh
Try using the Netrunner body as a base for import. You can use Wolvenkit's Select Base Mesh feature for this.
Option 3: Transferring bones
It's time to play 3d puzzle and assemble bones from multiple sources. Unfortunately, there is no simple solution for this yet. You need to
find the bones that your armature is missing in other meshes
transfer them into your import target mesh
export all the extra meshes into Blender
merge their rigs, which you should do with the linked Python script
and finally reimport everything back into Cyberpunk.
Everything else
WolvenKit will not import a mesh that has any kind of issues. Those include, but are not limited to:
non-flat faces
zero faces/edges
loose vertices/edges
There is no guarantee that any of the steps below will actually solve your problem.
Edit Mode
In Edit Mode, you can find a few commands in the Mesh -> Clean Up menu:
Delete Loose
Split Non-Planar Faces
Split Concave Faces
Merge By Distance
If you select your whole mesh, Merge By Distance will merge the individual parts, obliterating the seams. To avoid that, make sure to do them one after another: - Select a vertex/edge/face in Edit Mode - hold down Ctrl Num+ to select everything connected - use Merge By Distance before proceeding to the next part of your mesh
It's still broken
Your last option is the 3d print tool to (hopefully) find out what is wrong with your mesh.
Fortunately, the tool is free, easy-to-use and already included in your Blender.

Zero Edges: Those are bad, fix them (click on them, then press X and just delete them)
Non-Flat Faces: Those are even worse, as they can make the game crash. You need to split them up until they are flat, or investigate the surrounding edges/vertices to see what's going wrong here.
Zero Faces: Only fix if you have <100 of them — the tool doesn't always identify them correctly (the mesh analyzed above was
h0_000_pwa_c__basehead
, which is absolutely fine).
In-Game
My mesh won't show up
In Blender
make sure that you have exactly one UV map
check Face Orientation — most materials won't show backfaces (red). You can import submeshes with the suffix
_doubled
to make WolvenKit generate them for you, like it does with hair.

In Wolvenkit
When saving your mesh, check the console for errors. In version >= 8.9.0, a basic material validation is taking place. If you don't see any warnings, make sure that the resource paths in your mesh are correct and that you aren't loading invisible textures.
My mesh won't move at all
Some meshes require an entAnimatedComponent along with the garment's component. Check here for details.
Changes from Blender are missing in-game
For example, you have moved something, but the change doesn't show in the game: this most often happens when you change things around in edit mode, since they are stored as object properties rather than applied immediately.
Select the object in edit mode
Press Ctrl+A
Select "All Transforms" to apply all transformations.
My mesh is moving weirdly
E.g. you've changed a shape, but now everything moves at an offset.
As stated in the importing/exporting guide, it is easy to fuck up the mesh's properties, and this is most likely what happened. The easiest way to "fix" this is to apply your shape deformation to the original object.
Replacing the vertices
Import the original object into Blender, without any of your changes. If you have to, reexport the working file from Wolvenkit.
In Object Mode, select all meshes under the reimported armature (the original ones).
Switch to Edit Mode and select all vertices (Ctrl+A)
Delete them (x, vertices, Return)
Go back to Object mode
For each of your edited objects:
select the submesh that you edited (submesh_00_LOD_1)
select the empty submesh from the reimported armature (submesh_00_LOD_1.001)
Join the objects (Ctrl+J). This will fuse your edited mesh into the empty one, retaining all of the original's properties.
You can now delete the empty armature and export the other one for re-import.

My mesh is completely warped
If you have added the item via ArchiveXL or swapped out an in-game item with something that belongs in a different slot (e.g. a jacket on the head slot), you might have to fix the corresponding entity file.
My mesh is string cheese/exploding vertices/a puddle on the floor

GarmentSupports

Option 1 (likely to work): Import your mesh with garment supports
On the .glb import setting, check the "Import Garment Support" box.
Option 2 (guaranteed to work): delete GarmentSupport from the mesh

Last updated