Download from Releases >>>
Download the latest version from Releases, unless you specifically want the source code.
The Cyberpunk IO Suite is the definitive bridge between WolvenKit and Blender, built specifically for the Cyberpunk 2077 modding toolchain.
Whether you are importing entire levels, generating collision bodies via the native PhysX integration, or generating custom JALI facial expressions, the Cyberpunk IO suite brings REDengine compatibility directly to your Blender workspace.
You can find detailed documentation (and much else) on the Cyberpunk 2077 modding wiki.
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Meshes: Import Cyberpunk meshes from WolvenKit with a fully automated, one-click setup of the game's complex shaders.
Hint: The add-on doesn't support all Cyberpunk shaders yet, but we're working on it!
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Characters and vehicles: Point the plugin at a WolvenKit export to automatically assemble all meshes and materials, perfectly matching the in-game appearance you specified.
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Level data (streamingsectors): Import the map(.streamingsector) from Cyberpunk 2077 into Blender and change the world — literally.
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Mesh to .glb: Aimed at maximum compatibility. The plugin validates GarmentSupport, shapekeys, and vertex limits. If your mesh has unassigned vertex groups or degenerate geometry, the exporter will isolate and fix them automatically on a temporary instance to ensure WolvenKit never throws an error.
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Export Collections: Export entire collections of meshes to your Wolvenkit project with a single click.
- Animation I/O: Robust, bidirectional import and export of animation data optimized for import back into Wolvenkit.
- Auto-Rigify & Bundled Rigs: Forget manual bone constraints. Generate production-ready Rigify control rigs instantly. Need to test an animation? Drop in one of the bundled native game rigs straight from the plugin UI.
- Facial Animation Pipeline & JALI Lipsync: Import, preview and manipulate the games native facial animations using the real-time track solver. Automatically generate game compatible lipsync animations from text and audio using our implementation of the principals outlined in the 2018 JALI paper
- Pose & Action Management: Shortcuts for playing, renaming, and deleting animations outside of Blender's native, clunky animation tabs. Support for Root Motion, bone relationship drawing and easy toggling of deform bones.
- Native PhysX Tools: Seamlessly import, generate, cook, simulate, validate, and export colliders using the exact same backend as the game. Experiment with the games physics materials, collision filters and dynamics settings, all without ever starting the game.
- Terrain Collisions: Dedicated exporter for heightfields and world terrain collisions.
- Dangles Engine: Import dangle physics from
.animgraph.json, simulate drag, constraints, and collisions for character accessories without needing to re export the same file over and over.
Hint: You can find more detailed documentation on the Cyberpunk 2077 Modding Wiki
- Auto refit clothing meshes to a variety of different modded and vanilla body shapes.
This functionality is based on research and work by AllKnowingLion
- Seamless Sculpting (
Safe Join/Split): Cyberpunk meshes are heavily compartmentalized into submeshes, making it difficult to sculpt smoothly. Our custom safe join/split tools temporarily merge your mesh, back up your complex material data, let you sculpt across seams natively, and then split everything back into engine-ready submeshes. - Vertex Color Presets (Vehicles): Instantly apply the exact, REDengine-compliant RGB vertex color values required to make vehicle parts function as Primary Headlights, Secondary Taillights, and Marker Lights in-game.
- Garment Support Generation: Automatically generate the correct
_GARMENTSUPPORTWEIGHT(Red) and_GARMENTSUPPORTCAP(Black) corner-domain color attributes required for clothing mods to shrinkwrap dynamically in-game.
- Simplified weight transfer shortcut with the best settings - no more hassle for you
- Mesh clean up panel can automatically assign ungrouped vertices to the nearest bone
- UV Checker: switch the currently active material for a coloured grid with numbers for easier UV editing - and back!
- Hair profiles: export custom hair profiles to
.hp.jsonfor easy import with Wolvenkit.
The .hp.json will be named after the material in blender and will be automatically deposited in the raw folder of the project that the hair mesh was exported from. The material name in blender must end with _cards to match the setup of imported vanilla hair profiles (_cards will not be part of the .hp.json export) - .mlsetup (experimental/WIP): After activating this feature in the plugin's preferences, write changes back to .mlsetup files. This feature is currently in development. For in-depth editing of .mlsetup files, you should use Neurolinked's fantastic MlSetup builder software.
- Blender version 5.0 is highly recommended
Blender versions below 4.5 will not work and users of these versions should update Blender before installing the plugin PhysX tools are extremely version specific. The current release will not work with versions other than 5.0 - for dlls compatible with other versions bug Presto on the discord
https://www.blender.org/
- WolvenKit version 8.17 or higher
https://github.com/WolvenKit/WolvenKit
NOTE: You can find step-by-step instructions on the Cyberpunk 2077 Modding Wiki.
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Download the .ZIP file from the Releases section
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Install the downloaded zip from Blender's preferences (Edit \ Preferences \ Add-ons \ Install...).
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Be sure the add-on is enabled (filter the list of installed add-ons and ).
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When installed Cyberpunk options should be available under File \ Import and File \ Export
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Export a mesh with materials from WolvenKit
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Import it into Blender from the menu (File \ Import \ Cyberpunk GLTF) by selecting the exported glTF/glb file. Within the import options, choose the same texture format as the WolvenKit export. (PNG is default)
- Follow the steps above to import and edit your meshes.
- Select the mesh you want to export
- Navigate within Blender to **File \ Export \ Export Selection to GLB for Cyberpunk
- Select the desired file path and name
- Export
The plugin will automatically apply the correct settings to ensure your mesh imports back into WolvenKit for use with your mod.
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Export the animation from Wolvenkit. The default settings are fine.
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Import it into Blender from the menu (File \ Import \ Cyberpunk GLTF) and select the exported glTF/glb file. You can ignore materials.
- Follow the community guides in order to import your anims to Blender and make the necessary edits
- Select the armature that you want to export
- Export it via menu (**File \ Export \ Export Selection to GLB for Cyberpunk)
- Check the "Export as Photomode Pose" box
- Select the desired file path and name
- Export
The plugin will apply the correct settings to ensure your animation imports back into WolvenKit and is correct in game.
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Export your .ent from Wolvenkit by running the correct script from Wolvenkit's script manager
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Import the
.ent.jsonfrom the menu (File \ Import \ Cyberpunk Entity).
Hint: You can select the appearance you want in the import options, default will provide whatever the default in game is (including random). Enter ALL for all appearances.
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Export your .streamingsector by running the correct script from Wolvenkit's script manager.
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Import the
.cpmodprojfrom the menu (File \ Import \ Cyberpunk StreamingSectors). All sector file jsons found in the project raw folders will be imported.
To export changes in streaming sectors, you have to run a Python script as of version 1.5.1. Detailed documentation can be found on the wiki.
Anybody is welcome contribute to the Cyberpunk Blender Add-on by opening a pull request with this repository. If you're interested in chatting or getting involved with the project please consider reaching out to us on our Discord, Cyberpunk 2077 Modding Community.
This add-on was originally created by @HitmanHimself as CP77research as one of multiple projects to study and reverse-engineer elements of Cyberpunk 2077. It was originally based on @Turk645's research and implementation.
As of 2023, it is now maintained by the RED Modding GitHub community to continue support and centralize development.

