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How the Wolvenkit Blender plugin works
Published: ??? by Last documented edit: May 20 2024 by
This is the landing page for the Wolvenkit Blender plugin. Here, you can find #usage instructions, as well as an overview of its features:
If this is your first time using Blender, you can check out Blender: Getting Started
Under Installing the Wolvenkit Blender Plugin, you can find a detailed install guide
For detailed usage instructions, check WKit Blender Plugin: Import/Export
The plug-in's source code and original readme are on github
If you run into issues using the plugin, you can check WKit Blender Plugin: Troubleshooting
The plugin is developed on Blender 3.6 and Blender 4.0. For maximum compatibility, install the same version.
As soon as you have a mesh or armature selected, the viewport toolbar (keyboard shortcut to hide/unhide: n
) will show you the CP77 Modding
tab:
In the animation tools, you can find
shortcuts for playing, renaming and deleting existing animations
shortcuts to add new actions and insert keyframes
You can load one of Cyberpunk's default armatures at any time:
If you import an .anims file, selecting any armature will give you the option to play any existing animation:
Lets you transfer vertex weights from one collection to the other (please read the info box below):
The plugin will transfer weights by submesh name. If your target armature has more submeshes than your source armature, simply create duplicates and rename them accordingly.
For documentation of the autofitter, see the corresponding wiki page.
Lets you change the armature target (the skeleton that'll move and deform your mesh)
Lets you export a hair profile. For documentation, see #hair-profiles-.hp
You can find a guide about Hair modeling beginner tutorial at the link.
With the press of a button, you can switch out the currently active material to a coloured and numbered grid for easier UV mapping.
If the UV checker is currently assigned, pushing the button again will restore the original material.
The collision tools and -generator can
generate of convex colliders with the exact shape of your mesh The number of vertices to sample should be set to match the number set in the .phys file in order to ensure successful export
generate box and capsule colliders with either user specified sizing or sized automatically to match the selected mesh
export edited collision bodies back to .phys ***currently requires a wolvenkit converted .phys.json file
Published: 22.09.2024 by Last documented update: 22.09.2024 by
This guide will show you how to download and install the from github source.
Unless you either know what you're doing or have been told by someone in the to install the current development version, you should stick to the release version.
Head to the Wolvenkit Blender IO suite's
Click the green Code
button
Click "Download ZIP
" at the bottom
You should have downloaded a file called Cyberpunk-Blender-add-on-main.zip
.
Open the Blender Preferences (Toolbar: Edit
-> Preferences
) and select the AddOns
tab
Search for cyberpunk
See the current install path under File
. It should be something like this:
Everything before the __init__.py
is the path to the current install.
Navigate your Windows Explorer to the path you found in 2.3
(Shortcut: Windows+R
, type %APPDATA%
, confirm, then browse from there)
Delete the whole i_scene_cp77_gltf
folder.
Leave the explorer window open, you need it for Step 3!
Open Cyberpunk-Blender-add-on-main.zip
that you downloaded in step 1.
Find the folder named i_scene_cp77_gltf
. This is the blender add-on:
Copy or drag the folder to the addons
folder from step 2.2.
After restarting Blender, you now have the very latest version of the plugin. If you want anything more recent, you have to become a developer yourself.
Remember to include all necessary information:
The exact version you installed
Unless you can always cause the exact bug, the .blend
file with your problem
Happy modding!
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
(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.
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.
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
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.
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:
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
:
Install guide
Published: ??? by Last documented update: 22.09.2024 by
If you never installed a previous version of the plugin, you can go straight to
Open the Blender Preferences (Toolbar: Edit
-> Preferences
) and select the AddOns
tab
Complete either of the options below:
Remove
buttonThe build-in Blender way. Should work. If it doesn't check the second option
Check the plugin's file
entry. It will usually be something like this:
Navigate there with your Windows Explorer (Hotkey: Windows+R
, paste the path above after changing your Blender version), and delete everything — either the entire folder, or all files inside.
Optional: Close and re-open Blender
Download the latest release of the plugin from github:
Scroll past the change notes to the Assets section
Download the zip file with the plugin:
Start Blender
Open the Blender Preferences (Toolbar: Edit
-> Preferences
) and select the AddOns
tab
Click the "Install" button and select the zip file you downloaded in step 2
You only need to do this if you never installed the plugin before.
After you have successfully installed the plugin, you can now use the search bar to find it:
Make sure the box is checked and restart Blender.
You can do both by hand. Find your Blender install's plugin folder, the path will look something like this (replace 3.6 with your Blender version):
Inside the plugins folder, the Wolvenkit Blender IO Suite will be installed to the subfolder i_scene_cp77_gltf
.
To uninstall the plugin, delete the entire folder.
To install the plugin, find the folder in your downloaded zip file that contains the file __init__.py
, move it here, and rename it.
Now, restart Blender.
How to use the auto refitter
Published: ??? by Last documented edit: Feb 12 2024 by
The auto-refitter is a tool developed by that automates the tedious process of refitting meshes for the various body mods.
If you need a tutorial for manual refitting, check or follow the links from there.
With a mesh selected, you can find it in the Mesh Tools section of the CP77 panel. Use the dropdown to select a target body, then click the button to apply the changes:
Future versions of the plugin will make this process much easier. For now:
Duplicate the mesh (Hotkey: Shift+D
, Esc
)
Delete the modifier from the other mesh
After the shapekeys are gone, apply the modifier:
Select the mesh without shapekeys (the one you changed by applying the modifier)
Switch to the Data tab and create a modifyer by hitting the + button
Name your new shapekey Basis
. This is how it's supposed to look when no shapekeys are active.
Select the mesh with shapekeys (the one with the original shape)
Switch to the Data tab, select the second shapekey in the list, and transfer it:
Repeat the process with all other shapekeys
You can now delete the original mesh.
If you want to merge, select the shapekey that you want to change, and set its value as high as you can without clipping. Then, select the "New Shape from Mix" entry in the dropdown menu (see the screenshot above).
You can now delete your original shapekey and rename the newly-created one (which will be called "Key 2" or something like that) to the original's name.
The lattice modifier has to be created from hand and added to the Wolvenkit Blender IO suite.
TODO: This section will eventually document the steps how you can
add a body mod to your local version of the plugin
share that edit with everyone else by having it added officially
If it's not working as expected
Published: Jan 20 2024 by Last documented update: Apr 19 2024 by
This page contains troubleshooting options for the .
If the plugin gives you error messages on export, please check instead.
If you can't solve your problem with these steps, feel free to reach out on in the #blender-add-on
channel.
The first thing people on Discord will tell you is to read this page, so you might as well get it out of the way.
Blender errors will show up in the system console window (View -> Toggle System Console).
If you installed Blender via Steam, stay on the stable stream and make sure to keep Blender up-to-date.
As of , the plugin supports 4.1.0 and requires >= 4.0.2. This information might be outdated by the time you read it.
You can see the exact Blender version in the lower right corner of the program:
Open the preferences from the menu (Edit -> Preferences)
Switch to the AddOns
tab in the bar on the left
In the filter field at the top right of the list, search for cyberpunk
Expand the entry and find the Version
field
You need to restart Blender after updating the plugin!
See if Blender encountered any errors by checking the console output. From the menu, select View
-> Toggle System Console
.
After updating Wolvenkit, make sure to re-export your .mesh with materials!
The plugin needs your Wolvenkit Depot to a) exist and b) be more or less recent.
If you aren't sure how old your depot is or if you have one at all, it might be time to regenerate:
If it's not set, set it now
If it's set: Open the folder in Windows Explorer and delete everything there.
After regenerating your depot, make sure to re-export your .mesh with materials!
Game version | Plugin version | Wolvenkit version |
---|---|---|
Please remember to report any bugs you find — either in the , or by opening an (you need an account for this).
For a rough guide on finding your way around Blender, check , or
In the file picker, overwrite the glb you were editing (you need to to import back to Wolvenkit).
Do not check this box if you are exporting a .glb file without animation data (it is for )
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.
Follow the process for , but check the checkbox in the side panel.
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)
To export streamingsectors, you have to use the corresponding Wolvenscript. The workflow is documented .
The export process is not part of the plugin yet (1.5.0); it is documented .
->
a hair mesh with materials (the default setting), then
You can now .
If you want to install the current development version of the plugin, read .
On the page, find the most recent release
from one of the meshes
OK, that's a bit nasty, because it means you'll have to either merge the shapekeys, or create (which is easier than it sounds like).
Check on that this is the last available version of the plugin.
If it's not, you need to update. the old version, then the most recent plugin
Our technical experts will want to see this. If you can't make sense of it via Google or ChatGPT, hit up the #blender-add-on
channel on .
Please complete the steps in first!
You need the ().
If that doesn't help, you can also give the a try.
In the , find the
Follow the instructions on the Wolvenkit wiki to .
2.0.0 or higher
latest (at least 1.5.0)
up to 1.6.3_hotfix1 (but before 2.0)
< 1.5.0
Plugin error messages and how to resolve them
Published: Apr 19 2024 by Last documented update: Apr 19 2024 by
This page will tell you how to resolve error messages from the .
This should only happen for meshes with armatures.
Switch to the Data tab (the green triangle)
If you don't have vertex groups, add one
If you already have vertex groups, select the one named to the bone closest to your ungrouped vertices
If you aren't already, switch to Edit Mode (Hotkey: Tab
)
Click the "Assign" button under the vertex groups panel
Switch to the Data tab (the green triangle)
The plugin should have switched your viewport to Edit Mode (if not, do it yourself - hotkey: Tab
)
Find out which vertices are the problem by moving them around in the edit view
In the list of vertex groups, select the armature bone closest to your ungrouped verts
Click the "Assign" button under the vertex groups panel
Rinse and repeat the process for all submeshes until the plugin lets you export
You are trying to export a pose, but you didn't select your armature. Click on the armature object in the outliner:
You're trying to export something, but you haven't selected any meshes. Select everything that you want to export in the outliner (top-right panel) - the armature parent will be auto-selected for you.
For Cyberpunk material assignments to work, your mesh must have UV maps.
Switch to the Data tab and add one:
Triangulation means that faces must have exactly three corners.
The plugin should have switched the viewport to Edit Mode. If not, do it yourself (Hotkey: Tab
)
Triangulate faces (Hotkey: Ctrl+T
). The default settings are fine.
You should now be able to export.
The armature (rig, skeleton) is the thing that makes your mesh move in-game.
It's enough to check the "Export as Static Prop" box during export, and the error will go away.
Open the Modifiers
tab (the orange wrench) and repeat the following steps for each mesh:
Make sure that there is exactly one Armature
modifier present. If there is none, click Add Modifier
and add one.
Click into Object
and select the armature that your mesh is parented to.
Turn on UV Sync Selection:
Once you have found an overlapping vertex, select linked (Hotkey: Ctrl+L
)
Move the entire UV island by a whole tile in any direction (Hotkey: e.g. G
-> X
-> 1
)
Repeat the process until there are no more overlapping islands.
This should only happen for meshes with armatures. You can check the screenshot under for references.
For more information on this, check .
You should now be able to export, but your material will most likely look funky. To remedy this, refer to ->
You have vertex groups in your mesh that don't have a corresponding bone in the armature. to delete them:
If your mesh isn't supposed to move, check
If your mesh is supposed to move with the body, check
You should have an armature in your .blend file because you're importing over an original Cyberpunk mesh. If you don't, you might want to refer to a guide such as and follow the steps.
That's due to . The only thing you can do to avoid the issue is to make sure that no two vertices share the same UV coordinate.
switch to the UV editing perspective ( -> )