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Releases: WolvenKit/Cyberpunk-Blender-add-on

Cyberpunk Blender Add on v1.8.0

21 Jan 08:48
633c2da

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This release brings full compatibility with Blender 5.x, numerous bugfixes and some new/improved features.

As always, a clean installation is recommended, including uninstalling the current version, restarting Blender before installing the new version

New Features

  • Terrain collision export by @notaspirit in #321
    • Heightfield colliders can now be generated on export for terrain meshes, enabling the ability to edit existing and add new terrain to the game, directly from Blender
  • Export collections by @manavortex in #323
    • New convenience option to export entire collections back to .glb at once, speeding up NPV and entity editing workflows

Enhancements

  • The tools and UI for editing, exporting and working with multilayer materials have been significantly improved
  • Root Motion tools have been rewritten and added back to the animtools UI
  • Multiple shader graphs have been reworked, improving node graph layout, modularity and performance
  • Now fully compatible and recommend for use with Blender 5.x
  • More efficient backend for .FacialSetup import and preview laying the groundwork for future additions

Bug fixes

  • The weight transfer tool in meshtools no longer erases the weights it just transferred when working with multiple submeshes
  • Multiple issues with .anims.glb I/O in Blender 5.x have been resolved
  • if mesh export fails during validation, it will now give proper error messages instead of yelling at you
  • Multiple I/O issues during .ENT import resolved
  • Multiple I/O issues during .streamingsector import have been resolved
  • Numerous other 5.x related bugs have been resolved throughout the plugin

New Contributors

  • @notaspirit made their first contribution in #321
  • @Jazza-231 made their first contribution in #330

Full Changelog: V1.7.2...1.8.0

What's Changed

New Contributors

  • @notaspirit made their first contribution in #321
  • @Jazza-231 made their first contribution in #330

other contributions from @Simarilius-uk, @ja-to and @DoctorPresto, see full changelog for details
Full Changelog: V1.7.2...1.8.0

V1.7.2

29 Nov 15:06
ed91c87

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This release Should work ok with Blender 5, if I've missed anything thats broken, please let us know.
The entity rework has a bug in positioning that I'm aware of and am having trouble pinning down, didn't want to delay a B5 compatible release any longer.

What's Changed

Full Changelog: 1.7.1...V1.7.2

Cyberpunk Blender Add on v1.7.1

11 Oct 17:21

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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

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What's Changed

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

02 Aug 13:31
c65a366

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What's Changed

Full Changelog: 1.6.5...1.6.6

1.6.5

11 Jul 05:54

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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

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Fixed

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

1.6.3

21 Apr 16:57

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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

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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

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What's Changed

Full Changelog: 1.6.0...1.6.1