How to import and export with the Wolvenkit Blender plugin
Published: ??? by Last documented edit: May 26 2024 by
This page lists step-by-step instructions for the export and import of game files.
You can only export files which are part of a .
The Wolvenkit parts of the workflow will link you to the , where you can find screenshots and (hopefully) up-to-date descriptions.
(Wolvenkit wiki)
(Wolvenkit wiki)
If this is your first time using Blender, check Blender: Getting Started
Archived: Exporting and importing meshes (has additional information that might come in handy)
For where to export a mesh, see
For how to export a mesh, see
If your mesh won't export from Wolvenkit, try unchecking the following box(es) in the export settings:
Select File -> Import -> Cyberpunk GLTF
In the Blender File view, find the glb you exported from Wolvenkit. By default, the textures will be saved to your material depot in PNG format already.
For a rough guide on finding your way around Blender, check Blender: Getting Started,Cyberpunk Shaders in Blender or #step-2-processing-the-downloaded-mesh
You must first select all meshes that you want to export. The plugin will automatically add their parent armature.
Select File -> Export -> Cyberpunk GLB
For an explanation of the sidebar settings on the right, read on below the picture.
Do not check this box if you are exporting a .glb file without animation data (it is for exporting animations)
By default, the Wolvenkit Blender IO Suite will only export selected meshes and their parent armatures. Unchecking this box will display the Export Visible Meshes checkbox, which is unchecked by default.
If you don't check either of these boxes, the plutin will export all meshes and armatures into the same .glb file. You usually do not want this.
The process of importing animations into Blender is the same as it is with meshes.
Select your armature
Follow the process for #meshes, but check the #animations checkbox in the side panel.
You can export an entity by adding it to your project and running the corresponding script from inside Wolvenkit. Here are the relevant guides:
After you have exported the entity from Wolvenkit via script, switch to Blender and select File -> Import -> Cyberpunk Entity (.json)
Navigate the file browser to the ent.json
in your project's raw
folder and import it.
Will switch the workbench's rendering mode from Eevee to Cycles. This will make sure that the shaders work as intended.
Will fix lighting
Will read materials from material.json
files, generating shaders in the process.
This option imports a vehicle entities collision bodies for editing. The collision bodies give substance to the mesh and determine how the world responds to the vehicle - without proper collision bodies, your character, NPCs and anything else your vehicle bumps into would pass right through the mesh. Unless you're adding a new vehicle or significantly altering an existing one, you generally want to leave this box unchecked.
Entity export is currently (1.5.0) not supported.
To export edited collision bodies back to .phys.json, simply press the "export collisions" button in the Collision Tools Panel and use the File View to navigate to your original .phys.json.
** Currently only modifying existing .phys files is supported.
To export streamingsectors, you have to use the corresponding Wolvenscript. The workflow is documented here.
After you have exported the streamingsector from Wolvenkit via script, switch to Blender and select File -> Import -> Cyberpunk StreamingSector
Navigate in the file view to your Wolvenkit project's root file, and select the .cpmodproj
file:
The export process is not part of the plugin yet (1.5.0); it is documented here.
To learn more about .hp files and their parameters, see
Select the imported hair and switch to Blender's Shading
perspective. Here, you can alter the gradients,
Recommended: make sure that your material name in Blender ends with _cards
Make sure that your hair mesh is selected
In the CP77 Modding panel, select Export Hair Profile
Your new .hp.json file will be generated in the raw
folder of Wolvenkit project that you imported the hair mesh from with the name of mod_<material name in Blender>.hp.json
:
In the file picker, overwrite the glb you were editing (you need to to import back to Wolvenkit).
For where to import a mesh, see
For how to import a mesh, see
You can use Wolvenkit's to export .anims to .glb. The default setting is fine.
For where to import an .anim, see
For how to import an .anim, see and change the to Anims
.
(you can also use this for characters)
a hair mesh with materials (the default setting), then import it
You can now .