Troubleshooting your mesh edits

When you can't import, or your imported mesh looks weird

Importing

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.

  1. Check if your mesh is triangulated. If you aren't sure whether or not it is, go into edit mode, select everything, and go to Face -> Triangulate (Shortcut: Ctrl+T)

  2. If that doesn't change anything, make sure that you have the correct box checked upon export:

  3. If that's not the issue either, check that each of your submeshes has an UV map: If not, you have to create one (and probably UV unwrap your mesh).

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.

Your armature in Blender needs to have a bone for every vertex group in the submesh, and there must not be vertices with no vertex group assigned.

You then need to import over an already-existing .mesh file which supports all those bones.

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.

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. To have more than one submesh, you can simply duplicate the existing one and adjust the naming, e.g. submesh_01_LOD_1, submesh_02_LOD_1

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

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.

If you don't have a 3d print entry in the tools of your 3d viewport, you might need to enable the plugin in Blender's settings first.

Use the 3d print tool in edit mode to directly fix your issues
  • 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.

  1. Select the object in edit mode

  2. Press Ctrl+A

  3. 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

  1. Import the original object into Blender, without any of your changes. If you have to, reexport the working file from Wolvenkit.

  2. In Object Mode, select all meshes under the reimported armature (the original ones).

  3. Switch to Edit Mode and select all vertices (Ctrl+A)

  4. Delete them (x, vertices, Return)

  5. Go back to Object mode

  6. For each of your edited objects:

    1. select the submesh that you edited (submesh_00_LOD_1)

    2. select the empty submesh from the reimported armature (submesh_00_LOD_1.001)

    3. Join the objects (Ctrl+J). This will fuse your edited mesh into the empty one, retaining all of the original's properties.

  7. You can now delete the empty armature and export the other one for re-import.

After joining the submeshes

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

To check if it's this, equip only the edited item. If it breaks as soon as you put on another clothing item with garment supports, then the solution below applies.

Delete GarmentSupport from the mesh:

Last updated

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GITBOOK-540: added hint about dynamic appearances to tutorial page