Exporting Characters to Blender
Step-by-step guide for exporting to Blender for non-mod use (i.e. cosplay, 3d print, etc.)
Last updated
Step-by-step guide for exporting to Blender for non-mod use (i.e. cosplay, 3d print, etc.)
Last updated
Created by & Published: September 03 2022 Last documented update: November 2024
This guide aims to walk you through finding and exporting a character to blender so that its usable for cosplay or 3d printing or whatever. Guide is using nightly WolvenKit, Cyberpunk add-on for Blender, and Blender 3.6.
Cyberpunk 2077 game version 2.1
Blender >= 3.6 (stable) or 4.0
This guide works just the same for guns — add the .ent to your project, run the script, import, profit. Vehicles are more complex and have their own guide: please see Exporting Vehicles for these.
If you want to add a character's animations, you can check the follow-up guide Exporting Rigs & Anims.
This section will tell you how to find and add an NPC's file to your project. If you already have one (because you're exporting an NPV), you can skip it and go straight to Exporting to Blender.
Before we can export anything, we need to find the .ent
file for the character we want to export. This tutorial will use Jackie, but it works just the same for everyone else.
You can find a list of the entity files for a lot of the main characters over on the Cyberpunk 2077 Modding wiki Here
The easiest way to find a characters ent if their not already in the list on the wiki is to use Red Hot Tools. Once its installed you can simply walk up to an NPC in game and the inspect tab will show you the ent and appearance info you need. With that info you need to find them in wolvenkit.
With our project open in Wolvenkit, we switch to the Asset Browser and search for the right file
You can refine your search, checking only .ent files, by using the following search query:
This will give us plenty of files — we'll sort them by file extension and scroll to the ent
section of the list. jackie_welles.ent
looks promising, so we'll double-check if it's the right file:
Right-click it and select Open without adding to project
Use the entity preview
tab to confirm that it's him
Now, add the file to your project.
With the .ent
file in your project, you can run the script that will handle the actual export, adding all the necessary files to your project and exporting them in a way that Blender can process.
Open the Script Manager (Tools -> Script Manager as of Wolvenkit 8.15), find Export_Ent.wscript
and run it.
Wscript cant export files from other mods currently, if your exporting an NPV which uses other mods you will need to add any used files/materials to the project manually if you want them in Blender.
After the script has successfully run, you will find an .ent.json
file in your project's raw folder.
If you right-click the .ent
file in the project browser and press Shift
and Ctrl
, the context menu will let you copy the path to the file!
Before clicking the import button, please read the next section about Importing a specific appearance.
Point it to the exported .ent.json
in your project's files. For Jackie, the relative path is source\raw\base\characters\entities\main_npc\jackie_welles.ent.json
.
Unless you specify otherwise, the default
appearance will be chosen. If you want another, open the .ent
file in your project and enter the exact appearanceName into the Blender open dialog.
You can find the appearance name in your .ent
file inside the appearances
list:
Now, click the Import Ent from JSON
button and wait while the Blender plugin does its thing.
Blender might need a few minutes to load the materials and bake the shaders. If you aren't getting any errors, just assume that it's still at it.
To double-check, you can select Window -> Toggle System Console to watch Blender work.
Switch to Blender and use the 's from the File -> Import menu.
Find the full documentation on the yellow wiki under -> ->