Exporting mesh files

WolvenKit is capable of exporting Cyberpunk mesh files natively to glTF format. We can export static, skinned, and fully rigged models. Mesh files are exported into distinct submeshes, each representing a different material.
LOD meshes are filtered from exports by default. To export with LOD submeshes, uncheck the LOD Filter option within the Default Export Settings panel. This is particularly desirable for decal meshes to prevent clipping with the main mesh and vice versa.
Morph targets are automatically included inside the glTF file. You can find the morphs as shapekeys within Blender or blendshapes with Maya.

Export types


The default export is versatile enough for most use cases. Any mesh, static or skinned can be exported and imported with this setting. For skinned meshes the bone parenting hierarchy will not be included, however this does not matter for importing meshes. Meshes will be divided into submeshes by material.


Using the WithMaterials export option allows us to edit materials by generating a helper Material.json file. After performing a WithMaterials export, a JSON helper file will be nested with the exported mesh within the raw directory. Material exports also allow for detailed mesh previews with the Cyberpunk add-on for Blender.


Using the WithRig export option allows us to export skinned meshes with parented bones. By default exported meshes are correctly skinned, but the skeleton contains no parenting information. Bone-parented rigs are especially useful for posing/animating using a 3d software.
Mesh files themselves do not contain the bone parents, so it's required to select a rig file to accompany each mesh export. To select a rig, navigate to the WithRig Settings section, and press the ... (Collections) button. This opens the collections menu where you will select your rig file.
Bone parents are not required for successful mesh imports

WithRig usage

Choose a rig file from the panel on the left side, then use the opposing left/right arrows to add or remove a rig. The selected rig will be added to the right panel. Only one rig can be used, so adding more than one rig will result in the 1st rig in the list being selected.

Choosing rigs correctly

Generally for NPC heads, weapons, or vehicle meshes you can find the associated rig file similarly named to the mesh in the same or nearest directory. For other meshes such an NPC body, a more generic rig is used. e.g. Johnny Silverhand is a man with average body proportion so his body uses the following rig: base\characters\base_entities\man_base\deformations_rigs\man_base_deformations.rig If the wrong/incompatible rig is used, an error will be displayed within the Log.


The MultiMesh export option is similar in functionality to WithRig, with the addition of support for multiple rigs and meshes. This option was implemented because some meshes use more than one rig. e.g. Judy's mesh l1_001_wa_pants__judy uses the following rigs:base\characters\base_entities\woman_base\deformations_rigs\woman_base_deformations.rig base\characters\main_npc\judy\l1_001_wa_pants__judy_dangle_skeleton.rig Where the dangle rig is used in addition to the base rig to animate Judy's belt.

MultiMesh usage

Navigate to the MultiMesh Settings and configure the export options for additional meshes and rigs. The functionality is identical to WithRig, so the same instructions should be followed.
Remember to add the same mesh that you selected in import/export also in the mesh collection

Importing mesh files

WolvenKit is able to import custom mesh files. The Import/Export tool expects meshes to be in the glTF format, stored as a .glb file (binary format). The tool supports skinned (animated) or rigid (static) models.

Guidelines for successful imports

  • Be sure your mesh is triangulated and does not contain loose geometry
  • Submeshes are ordered by name, adding or removing submeshes will be detrimental e.g. submesh01, submesh_02, submesh_03, etc.
  • Include tangent space on export
  • Submeshes should not exceed more than 65535 triangles

Import Settings

Import Material.json Only

Useful for updating material information only, without disturbing the original geometry data.

GLTF Validation Checks

Use the GLTF library to run some basic checks to detect bad geometry.

Import As REDengine File Format

Select the desired destination format. (mesh/morphtarget)

Use existing file

Rebuild the existing mesh file. (Required)
Having trouble modifying a mesh file? Keep in mind WolvenKit always uses an existing mesh file for each import. Once a mesh file is corrupted, all subsequent imports will be corrupted as well. Try replacing the source mesh with the original!

Blender glTF Settings


Meshes can be imported with the pre-installed Blender glTF add-on with the default glTF import options. To learn about importing models with the Cyberpunk Blender add-on for shader previews, visit the Blender Integration page. The Cyberpunk add-on is not required for modifying meshes.


The following settings are recommended for using Blender with WolvenKit. Unlisted export options can use the Operator Default preset (no change). These options may not cover all cases, however it's a good baseline for getting started.
  • Geometry
    • Apply Modifiers
    • Tangents
    Materials: No Export
  • Shape Keys
    • Shape Key Tangents
New to Blender and/or modding? Remember to remove all extra assets before exporting! Do not include lights, cameras, or other meshes such as the default cube.


Meshes are sorted and given materials based on the submesh index. LOD variants are numbered as 1, 2, 4, and 8 which corresponds to the REDengine value. These are not the distances at which the LOD is applied.
It's important to remember the submesh name is determined by the Data Block not the Object Name. The orange colored icon represents the Blender object name, while the green polygon represents the actual name of the mesh.
It's possible to reference the material structure of the original mesh file using WolvenKit to see how each submesh is mapped to a distinct material.
Example of material list inside a mesh file
In the example above, you can see the material list which repeats after reaching glass1 meaning this is the final submesh. We now know this mesh has 12 distinct submeshes (0-11). It also contains four LOD's because each material list is repeated for a total of four lists.
For a detailed breakdown of each material, use the WithMaterials option for mesh exports.

Material JSON I/O

WolvenKit supports importing and exporting REDengine material information in the form of a bespoke material json file. In lieu of a full-blown file editor to tweak materials directly, we support adjusting materials through the material json. When exporting meshes the application presents an option for WithMaterials which generates the material json. Read more about that process here.
A bespoke json file will be generated from the material dependency stack and exported alongside the raw mesh file. The entire daisy chain of materials is analyzed and written to file top-down, meaning all properties are written as they appear in game. The material json file can be edited with any text-based editor. Any changes saved to the json file will be written to the mesh file upon each import. The material json file is necessary for previewing meshes with Hitman's Blender add-on. The REDengine data written to json is interpreted by Python script to setup somewhat accurate representations of REDengine shaders. The mechanism for generating material json files is baked deeply into the WolvenKit pipeline.
  • We rely on the Depot (a local file cache) which contains all material dependencies for any given mesh.
  • For each WithMaterials mesh export, the material dependencies are analyzed and missing resources are dumped to the Depot.
  • The material json is generated by looking at the complete daisy chain of materials. Meaning every single dependency is reviewed and the top-most properties that REDengine sees are written to the material json file.
  • The REDengine values written into the material json file can be interpreted by the Blender Cyberpunk glTF importer to automatically set up shaders within Blender Cycles. Read more about Blender integration here.


Morphtarget I/O is highly experimental, some assets are not handled correctly
WolvenKit can export morphtarget files from the game to glTF format, these morphtargets files are used to morph a base mesh that exists in the game. For example, the character that you create in the game with different types of nose, eyes, and mouth is formed using the shape keys that exists in the morphtarget files. You can use Import/Export Tool to export them to glb/glTF, any morph texture(s) existing in file will also export along in dds format.