3ds Max Workflow for Cyberpunk 2077
- 3ds Max 2014-2022 - WolvenKit.CLI / CP77Tools - Noesis (64-bit) - AlphaZomega's Noesis Plugin and MaxScript
- Unbundle the game files with WolvenKit.CLI (aka CP77Tools) - Install Noesis and rename Noesis64.exe to Noesis.exe (The original noesis.exe is 32-bit and the Noesis Plugin "fmt_CP77mesh.py" needs 64-bit) - Place "fmt_CP77mesh.py" in "noesis\plugins\python" copy "oo2ext_7_win64.dll" from "Cyberpunk 2077\bin\x64" and place it in the same folder as "fmt_CP77mesh.py" The plugin has some customization option if you open it in a text editor. Recommended Settings are:
- Next place "CP77_NOESIS_CMD.ms" in "C:\Program Files\Autodesk\3ds Max 20XX\scripts" - Open "CP77_NOESIS_CMD.ms" in a text editor and set your Noesis.exe path.
Run the MaxScript from Scripting > Run Script...
Click on "Import to Scene" and select the .mesh file you want to edit. Your custom settings in "fmt_CP77mesh.py" will effect the imported mesh. FBX Settings for Import:
MaxScript Settings for Export:
FBX Settings for Export:
How to export and import meshes (WolvenKit <=> Blender)
Created by @manavortex Published November 05 2022
This guide will show you how to - export meshes from the game for use in other projects - import those meshes back into WolvenKit
Assumed skill level: You are able to read ;)
Would you rather…
This page is archived. Please scroll to the top for links to more recent information.
Before you start editing, a warning:
If the export fails, try unchecking the following properties in the export settings (you have to do this for each individual mesh)
Export Materials
Export Garment Support
Assuming you are exporting t2_002_pwa_vest__puffy.mesh
, WolvenKit will do the following:
Path of mesh: <yourModDir>\source\
archive
\base\characters\garment\player_equipment\torso\t2_002_vest__puffy\t2_002_pwa_vest__puffy.mesh
Path of glb: <yourModDir>\source\
raw
\base\characters\garment\player_equipment\torso\t2_002_vest__puffy\t2_002_pwa_vest__puffy.glb
For historical reasons, the box below holds the minimum steps to export via the vanilla Blender plugin. You shouldn't want to do that.
This page is archived. Please scroll to the top for links to more recent information.
WolvenKit will map any *.glb file under raw
to the mesh with the same name under source
.
Example:
<yourModDir>\archive\raw\base\characters\garment\player_equipment\torso\t2_002_vest__puffy\t2_002_pwa_vest__puffy.glb
will be imported over
<yourModDir>\archive\source\base\characters\garment\player_equipment\torso\t2_002_vest__puffy\t2_002_pwa_vest__puffy.mesh
Normally, a mesh's backfaces are invisible/transparent - you aren't supposed to see a mesh from below, so it doesn't matter. But some, like hair and eyelashes, are different, and need to be doubled.
When importing via Noesis, you need to do this by hand: duplicate all the vertices in the mesh, and flip the normals. When importing via WolvenKit, it will automagically do that for you if a mesh name ends with _doubled.
The suffix also indicates that Wolvenkit de-duplicated a mesh on export!
\
**When exporting your mesh the plugin will ask you to select a mesh to export it over, in most cases you should select the original mesh.
As of November 2023, the recommended workflow is using the . Check its import/export documentation under .
It will not show you anything else. For other use cases like exporting characters, please check
Tool | Tool version |
---|
Import/Export to fbx ?
Use the ?
Read more about ?
without editing them?
Export or ?
In the dawn of modding, Wolvenkit just plain couldn't import or export .mesh files and you had to use . In 2023, you won't need that anymore. We're keeping the documentation for the sake of completeness and downward compatibility, but in general, you don't need it anymore.
It is easy to beyond the point of repair. Make frequent back-ups, and continuously test if your altered mesh still imports and displays in WolvenKit, especially when editing vertices!
Select your mesh in Wolvenkit: and click Export/Process Selected
, or simply use Export/Process All.
You should now havemeshName.glb
in your WKit project's
Wolvenkit > 8.8 will by default export with materials for the .
Some meshes (such as eyelashes and hair) are two-sided. See for details on how Wolvenkit handles that.
Please follow the 's instructions for.
If you are following a guide with pre-made resources and it tells you to you'll want to follow the advice, as the elements in the exported structure will have different names.
Alternatively, you can run on your blend file, which will automatically fix that for you.
In Blender, you should have overwritten your previously exported glb. With WKit's , you can now simply Import
it back in.
WolvenKit refuses to import if the target mesh doesn't support all bones in the glb or if your mesh's topology became corrupted. If that's the case, check the .
If your mesh won't export from Wolvenkit, try exporting it by unchecking the box.
For a list of troubleshooting steps, check the .
>= 8.8.0 (8.7.0 works, but has a slightly different UI) |
>= 3.1 stable |
>= 1.1.0 |
How to import/export meshes with Noesis
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.
Noesis is outdated. Go import/export with Wolvenkit.
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.
To use Noesis, you need the Noesis Import/Export Plugin.
Tool | Tool version |
---|---|
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
")
Right-click it in the Noesis Browser and select "Export"
Export with default settings:
Done. You can now import the fbx to Blender.
Simply export as fbx, Blender's standard settings are fine for Noesis.
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!
Noesis-split meshes are essentially how Noesis copes with higher vertex counts. It will automatically divide up your submeshes into smaller parts, which is why Noesis will often display there being more meshes than intended.
This is caused by the vertex count being too high, and will often result in the applicable submeshes not converting with the rest of the mesh, resulting in those submeshes being non-existent in the .mesh file. The solution is to simply reduce the number of vertices in the given submesh with the goal being to get the count lower than 65,000 vertices on the given submesh.
The best way to tell how many vertices a given mesh has is to open the "Viewport Overlays" drop-down menu and select "Statistics". This will allow for data on the meshes within the .blend. To narrow this down to a specific submesh, open edit mode with that submesh as active and "select all" (CTRL + A) and you will see the vertex count for that submesh.
Once you know how many vertices you have, use either "Decimate Geometry" or "Merge By Distance" to simplify the topography of the mesh, or to merge two or more vertices that are a given distance apart from one another into one.
Once this has been done, export from blender and try the conversion again.
If this doesn't quite do the trick, convert the fbx to fbx (just leave the output type set to fbx) and enter "-fbxmeshmerge" in the advanced options text box before clicking export. (It is recommended that you set an output location when doing this so as to avoid accidentally overwriting the original mesh)
This often accompanies the "Noesis-split meshes" warning. A common cause for this is the use of Blender's "duplication" feature. To solve it, follow the steps above for "Noesis-split meshes" then import the resulting mesh back in to blender, and you should see that you have several blank "Objects" that came in along with your mesh. Delete those, export back out of blender, convert the fbx to fbx, then import the result into blender and repeat if needed.
Following the deletion of these Objects, you may notice deformations in the submesh/submeshes, if this is the case, replace the armature (and update the armature modifier) with a new one and export again.
There are a few differences between Noesis and WolvenKit when it comes to exporting your meshes:
You can easily convert between the two formats by hand — or use this script: Switch to Blender's Scripting perspective, create a new file, paste the contents in, and run it.
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
>= 3.1 stable
>= 4.459 >= Sep 28, 2021