Exporting Vehicles
Step-by-step guide for exporting vehicles to Blender
Summary
Created by Simarilius Published May 2023
This guide aims to walk you through finding and exporting a vehicle to blender.
If you'd rather watch a video Boe6 goes through a basic example in the second of his vehicle modding videos here. You still have to read below if you want an non default appearance.
Requirements
Wolvenkit 8.9.1 or newer
Blender 3.6 or newer (hasnt been tested on older)
Cyberpunk add-on for Blender 1.4.0 or newer
Vehicles have different challenges from the characters, but the Blender Addon is fully up to the task, as long as you give it the right info.
Importing vehicles to blender needs the .ent
, .app
& .rig
files in .json format, along with all the meshes and the main .anim
file for the vehicle as .glb
. Fortunately, there is a script to do the heavy lifting – and this guide will tell you how to use it.
Once you've added the .ent
to your project, you now have two options, of which you can use either:
"Find Used Files" from the context menu, then manually add them all to your project
Use the script from Tools -> Script Manager ->
Export_Vehicle_Ent
(the box below has documentation)
Being lazy people, we naturally recommend the second option.
Check your project tree to make sure that you have the vehicle's .anims file. If there is one, you can go directly to the next section.
Get a specific appearance
If you're fine with the default appearance, you can go to the next section and import your project into Blender.
Otherwise, you need to enter the exact appearanceName into the Blender open dialog. You can find the appearance name in your .ent
file inside the appearances
list:

Your entity in Blender
In Blender, select File
-> Import
-> Cyberpunk Entity
. You need to point it at your exported vehicle entity – find it in your project's raw
folder, it should be the only file with the extension of ent.json
.
At this point, you should have a full vehicle. The meshes should be
aligned to the armature bones
bound to special bones such as doors etc. via
ChildOf
constraints
You can find animations in the dope sheet
> action
editor. If you select the rig, you can select them from the dropdown to play them.
I've built shaders for most of the materials that I've encountered in my testing. Exception is the dashboards, which are controlled by inkwidgets rather than normal materials. If you want the texture, open the corresponding inkwidget in Wolvenkit, switch to the Preview tab and use the Export to Images
button. You can now use this texture for the dashboard material's BaseColor
attribute.
Importing multiple entities at once might be screwy. If you want several vehicles in a scene, import each into a separate blend file, then use File -> Append to merge them.

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