Skip to content

Releases: WolvenKit/Cyberpunk-Blender-add-on

Cyberpunk Blender Add on v1.7.1

11 Oct 17:21

Choose a tag to compare

Major New Multilayered Features

  • All Multilayered shader params and overrides are written, expressed, and exposed within Blender - what you see in Blender is nearly 1:1 with the game.
  • Create new MLSETUP files from Blender by exporting materials as .mlsetup.json which can be converted to REDengine format by WolvenKit.
  • Override data is loaded into a new Material panel within Blender. Set color-overrides instantly by clicking colors and use drop downs for normal-strength and levels.
  • Override generation can be triggered during import from the import dialogs.

Video showing off the Multilayer features here: https://www.youtube.com/watch?v=ont3VGbnZ3g

Other Notable Changes and Major Bug Fixes:

  • The new Autofitter backend has been fixed and re-optimized, refitters now load instantly
    • The "Apply to Mesh" functions have been completely reworked. Shape key creation, blending and application are exponentially faster, more accurate and context safe than ever before
  • Fix rig errors for "load bundled rig" and t-pose a-pose conversions by @TheBra1nz in #303
  • Completely reworked Rigify tools are now able to generate working Rigify control rig for all bundled rigs and any other armature with bone names matching Cyberpunk 2077 base body anim rigs- simply select the armature and press the new "Generate Rigify Rig" Button found in the animation tools Panel
image
  • GLB Export now includes a non-destructive option to automatically fix errors in your exported meshes that would prevent importing them into Wolvenkit
  • Autofitter now lets you choose "None" for the primary refitter to allow you to only apply a refitter add-on
  • Added Elegy body type to available Autofitters
  • Reworked rig import from json - now faster, imports properly for any rig defined in a Wolvenkit exported .rig.json file: Includes the option to import "Debug Empties" which can be used for game accurate translation of rig edits from Blender into Wolvenkit
  • Rigs loaded from .JSON can be loaded with rest set to either A-Pose, or Cyberpunk 2077's famous T-Pose, you can switch between them at the click of a button

Other Changes

New Contributors

Full Changelog: 1.7.0...1.7.1

Cyberpunk Blender Add on v1.7.0

07 Sep 22:02
8b706c8

Choose a tag to compare

What's Changed

New Contributors

Full Changelog: 1.6.6...1.7.0

1.6.6

02 Aug 13:31
c65a366

Choose a tag to compare

What's Changed

Full Changelog: 1.6.5...1.6.6

1.6.5

11 Jul 05:54

Choose a tag to compare

New

Fixed

Changes

  • mlsetup rework: Will now be much more performant, you're far less likely to see purple shaders now (by jato) by @Simarilius-uk in #253
  • before export: force Blender to Cyberpunk-compatible units by @manavortex in 255
  • Better error message if the depot path is in appdata by @Simarilius-uk in 247
  • Update cyber_props.py by @Ametis81 in 241

New Contributors

Full Changelog: 1.6.4...1.6.5

1.6.4

23 Apr 19:24

Choose a tag to compare

Fixed

Fixed a bug where entity import would not actually import anything.

1.6.3

21 Apr 16:57

Choose a tag to compare

New features

Rig import/export

You can now import and export rigs from and to JSON - by @Simarilius-uk in #214

Anim tools

You can now "delete unused bones" to remove bones without an assigned vertex group before export, preventing complains from Wolvenkit about missing bones - by @manavortex in #227

Fixed

Autofitter

Import/Export

Changed

QOL

  • The glTF_not_exported-Collection in the viewport is now by default disabled and will no longer take up space - by @manavortex in #212
  • Improved the error message for no apps. Was a bit useless in sector import - by @Simarilius-uk in #231

Performance

  • Added caching in the JSON importer: Importing meshes with materials will be noticeably faster! - by @manavortex in #224

Materials

You should hopefully see next to no pink meshes anymore:

  • Multilayered: Layers with an opacity of 0 will no longer get imported (making shaders less complex) - by @manavortex and @Simarilius-uk in #223
  • Multilayered: Several node groups were changed and are now both prettier and smaller - @Simarilius-uk and @ja-to in #238

Other changes

  • multilayered: don't assume there are multiple BMN inputs by @philipl in #209
  • Entity import/export position by @manavortex in #219
  • Added "null_null" to colorScale check and added some None checks for the color mixing node by @mleonte in #220
  • delete the right layers in the mlstuff & slight refactor in sector import
  • Update sector_import.py by @Ametis81 in #228
  • Fix for 226, improvements to ent import, fix for foliage in sector import, Jatos Mix group for testing. by @Simarilius-uk in #229
  • instance Destructibles fix by @Simarilius-uk in #230
  • script to save entLightChannelComponent back to the entity json. by @Simarilius-uk in #233
  • Update multilayered.py by @Ametis81 in #235
  • Update init.py by @Ametis81 in #236
  • Add Jatos mix group by @Simarilius-uk

New Contributors

Full Changelog: 1.6.2...v1.6.3

Cyberpunk Blender Add on v1.6.2 - Blender 4.4 Compatibility

16 Mar 23:25
d6a5c8e

Choose a tag to compare

Blender 4.4 Support and a variety of bug fixes

What's Changed

Full Changelog: 1.6.1...1.6.2

1.6.1

15 Jan 17:10
9705ef2

Choose a tag to compare

What's Changed

Full Changelog: 1.6.0...1.6.1

Cyberpunk Blender Add on v1.6.0

07 Oct 15:55
54790aa

Choose a tag to compare

What's Changed

New Contributors

Full Changelog: v1.5.5.2...1.6.0

Cyberpunk Blender Add on v1.5.5.2

23 Apr 08:13
f5629ce

Choose a tag to compare

This release focuses on bugfixes and cleanup. It resolves a number of the most frequent issues reported by users.

Import/Export Changes:

  • Fixed an issue causing static props to be checked for armatures and vertex groups which was preventing export. Exporting static props to GLB will now work as expected again (by @manavortex in 137)
  • Fixed streaming sector import/export (by @Simarilius-uk in 138)
  • Fixed an issue when exporting capsule and sphere colliders to .phys.json which prevented them from being imported to Wolvenkit
  • .phys.json files exported from Blender will now include the correct mass and moment of inertia values (by @DoctorPresto in #139)

Mesh Tools Changes:

  • Fixed the weight transfer function. It will now correctly transfer vertex groups and weights even when the source collection and target collection have different mesh counts. It will also no longer change the users viewport context or active object or throw exceptions when used outside of object mode. (by @DoctorPresto in 143)
  • Fixed an issue causing the UV checker UI switch to constantly check every selected and unselected object and fill the console with exceptions when objects which don't have materials are selected. (by @DoctorPresto in 144)
  • Fixed an issue preventing the UV checker from being applied to or removed from meshes with no materials (by @DoctorPresto in 145)

Experimental Features:

  • Fixed an issue preventing the specified depot path from being passed to the material builder. (by @philipl in 141)

Full Changelog: 1.5.5.1...v1.5.5.2