Releases: WolvenKit/Cyberpunk-Blender-add-on
Cyberpunk Blender Add on v1.7.1
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

- 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
- check metalIn override actually exists by @Simarilius-uk in #298
- add checks to the other overrides too by @Simarilius-uk in #299
- Glb export seems to triangulate automagically now, so removed check by @Simarilius-uk in #305
- Make apply modifiers an option in the export dialog. by @Simarilius-uk in #306
- Some stuff for lights import by @Ametis81 in #308
- Jatos ui for the mlsetup stuff, plus added it to import as an option on mesh and ent import by @Simarilius-uk in #309
New Contributors
- @TheBra1nz made their first contribution in #303
Full Changelog: 1.7.0...1.7.1
Cyberpunk Blender Add on v1.7.0
What's Changed
- feature: add garment support by @manavortex in #262
- Bartmoss stuff and other helpers by @DoctorPresto in #276
- Fixed casing in autofitter mod search by @Zhincore in #278
- Autofitter fixes by @Zhincore in #280
- Meshtools rework by @DoctorPresto in #281
- rewrite read_rig.py - huge qol improvements and functionality by @DoctorPresto in #275
- Integrate Presto's NPZ refit storage by @Zhincore in #282
- Animation Tracks as FCurves by @kmirea in #273
- Jatos ml magic by @Simarilius-uk in #286
- Jatos ml magic by @Simarilius-uk in #290
- Jatos ml magic and wkit 8.17 support by @Simarilius-uk in #291
- add facial.py by @DoctorPresto in #287
- Fix: anim export (missing arg default for export_tracks) by @kmirea in #288
- add MB materials for meshes like tarps by @Ametis81 in #294
- refac: Add material registry and refactor material handling in setup.py by @akikoee in #293
- refac: replace hardcoded subnum with regex based approach by @akikoee in #292
- feat: Add Invisible material type and update material registry by @akikoee in #295
- dont try and load anims that dont exist. by @Simarilius-uk in #297
New Contributors
- @Zhincore made their first contribution in #278
- @kmirea made their first contribution in #273
- @akikoee made their first contribution in #293
Full Changelog: 1.6.6...1.7.0
1.6.6
What's Changed
- 4.5 compatibility (jato) by @manavortex in #258
- Material tools and -export (jato) by @manavortex in #259
- Update multilayered.py - fix MB normal in Layer 0 by @Ametis81 in #263
- Sector import cleanup/bug fixes, should be 2-3x faster now. by @Simarilius-uk in #254
Full Changelog: 1.6.5...1.6.6
1.6.5
New
MLSetup export
functionality (by jato) by @Simarilius-uk in 253- Vulcan option (by jato) by @Simarilius-uk in 253
Fixed
- Autofitter: stability fix by @rholland80 in 250
- Group ungrouped verts: will now work more reliably by @rholland80 in 251
- multimesh material import: will now work more reliably @Simarilius-uk in 242, 243
- Import will now work in 4.5 (by jato) by @Simarilius-uk in 252
- colorScale 'null_null" will now have a value by @Ametis81 in 244
- Fix to decal_gradientmap_recolor by @Simarilius-uk in 245
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
- @rholland80 made their first contribution in 251
Full Changelog: 1.6.4...1.6.5
1.6.4
Fixed
Fixed a bug where entity import would not actually import anything.
1.6.3
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
- General fix for 4.4 by @manavortex in #211
- Adonis refitter: Will now look for the correct file name by @philipl in #208
Import/Export
- Phys export for imported collisions by @Simarilius-uk in #210
- Importing multiple meshes without materials will no longer abort by @manavortex in #225
- Fix for proxies being loaded instead of normal meshes in sector import. by @Simarilius-uk in #234
- Fix for #147, fix for alpha of decals by @Simarilius-uk in #237
- MLSsetup export by @Simarilius-uk in #213
- Import entLightChannelComponents as mesh by @Simarilius-uk in #232
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
Blender 4.4 Support and a variety of bug fixes
What's Changed
- Updated to use the OffsetU and OffsetV values for by @Simarilius-uk in #193
- materialBuilder: normalise paths to work correctly on non-Windows hosts by @philipl in #194
- Get the autofitter working again. Think it works now. by @Simarilius-uk in #196
- Options for bone heuristic and Bone Shape in prefs by @Simarilius-uk in #197
- multilayered: fix mask path handling on non-windows OSes by @philipl in #198
- Initial Objectspawner support by @Simarilius-uk in #199
- Fix for opening mulitple files by @Simarilius-uk in #201
- use the secondaryAlbedoInfluence by @Simarilius-uk in #205
- phys import fix and a minor fix for OS export by @Simarilius-uk in #206
- Blender 4.4 compat by @Simarilius-uk in #207
Full Changelog: 1.6.1...1.6.2
1.6.1
What's Changed
- Fix to json tools to accept wkit 8.16
- fix to sector export by @Simarilius-uk in #186
Full Changelog: 1.6.0...1.6.1
Cyberpunk Blender Add on v1.6.0
What's Changed
- support for 4.3
- slide anims to 0 frame to fix additive animation export by @DoctorPresto in #148
- skin: add support for Secondary Albedo by @philipl in #131
- meshtools: use the exact case for adonis.zip by @philipl in #150
- fixed import errors; renamed color attributes by @manavortex in #151
- Update for sector_import.py by @Ametis81 in #154
- Sync my fork to main by @Simarilius-uk in #153
- initial restructure and refactoring by @DoctorPresto in #158
- more maintenance improvements and starting to move json functions to jsontool.py by @DoctorPresto in #159
- move more json loading to jsontool.py by @DoctorPresto in #160
- Add "apply transform" to export options by @Peatral in #161
- 4.2 importer options change and root motion properties by @DoctorPresto in #162
- extra bracket fix by @DoctorPresto in #163
- update added properties for anims to latest schema by @DoctorPresto in #164
- fix version check by @DoctorPresto in #165
- Spinny bits in ents by @Simarilius-uk in #166
- fix vert colour presets, more jsontool loading, ui updates by @DoctorPresto in #167
- Fix sector import, turn off the stack splitting. reverse spinny bits. by @Simarilius-uk in #168
- meshtools UI update, QOL improvements, with_materials fix for all importers by @DoctorPresto in #169
- importers improvements, meshtools updates, ,other stuff too by @DoctorPresto in #171
- Object Spawner support by @Simarilius-uk in #172
- minor tweaks by @Simarilius-uk in #173
- script for exporting facial animation and setting face poses by @johncosfm in #175
- updated jsontools to expect wkit 8.15
New Contributors
- @Ametis81 made their first contribution in #154
- @Peatral made their first contribution in #161
- @johncosfm made their first contribution in #175
Full Changelog: v1.5.5.2...1.6.0
Cyberpunk Blender Add on v1.5.5.2
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