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Releases: WolvenKit/Cyberpunk-Blender-add-on

Cyberpunk Blender Add on v1.5.5.2

23 Apr 08:13
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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

Cyberpunk Blender Addon 1.5.5.1

19 Apr 03:54
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Recommended for all users: Bug fixes and improvements

Blender version support: You should have at least 4.0.2. For the time being, 3.6 still works, but if you experience issues, please update.

As always, we recommend a clean install!

Breaking changes:

Bone heuristic(direction) for all imports has been switched from "Temperance" to "Blender".

This prevents Blender from destroying rigs by modifying bone rotations. However, you will notice that bones look different now: in Pose and Object Mode, you will see custom shapes placed at the positions of the nodes. In "Edit" mode, however, you will see the bones the way they actually are (with both head and tail).
We assure you this is correct and you do not need to worry.

Mesh "bones" as you're used to with "Temperance"(left) vs how they will now look(right):
image

New edit bone visualization:
image

  • allow exporting of custom .phys files by @DoctorPresto in #132
  • switch to getting collision collections by name by @DoctorPresto in #133
  • Sector Import: Fix indexes and a few tweaks to collisions by @Simarilius-uk in #134
  • fix to bug in entity import where the new .anims.glb naming wasnt being used.
  • fixes for rig scaling and bone rotations by @DoctorPresto in #135

Full Changelog: v1.5.4...v1.5.5.1

Cyberpunk Blender Add on v1.5.5

18 Apr 20:14
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What's Changed

  • allow exporting of custom .phys files by @DoctorPresto in #132
  • switch to getting collision collections by name by @DoctorPresto in #133
  • Sector Import: Fix indexs and a few tweaks to collisions by @Simarilius-uk in #134
  • fix to bug in entity import where the new .anims.glb naming wasnt being used.

Full Changelog: v1.5.4...v1.5.5

Cyberpunk Blender Add on v1.5.4 - the Teal one

25 Mar 21:28
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  • MLMask exports had changed the path structure in late Jan, this is now supported by the addon. You may need to rerun exports to have consistently located masks (wont find the old ones) if masks are being weird on an old project, rerun the export with latest wkit.
  • Fixed some issues with entity import, so some of the bits that were left stranded are now located properly.
  • Gradient mapped version of metal base now supported (mostly used for packaging and things)
  • Added support for cross platform filenames, you can open projects on mac/linux and they should work.
  • Added support for remapping the Material Depot - select a folder in the preferences, and click the box when you import.
  • Latest wkit exports anims as .anim.glb, the ent importer now works with this, again, old exports will want rerunning.
  • Additional checks and error handling on glb export
  • Added support for worldDecorationMeshNode to sector import
  • Added t-pose and a-pose to all rigs, update rigs, add jackie rig
  • Entity import now deals with ents with no appearances

What's Changed

  • Add Gradient version of metal base by @Holopointz in #120
  • openJSON: normalize paths to support loading materials on other OSes by @philipl in #121
  • Added Cross Platform support, allow remapping material depot, sort of fix for the SVM errors, and some random bits. by @Simarilius-uk in #126
  • Deal with localisation breaking refs to nodenames by @Simarilius-uk in #129

New Contributors

Full Changelog: v1.5.3...v1.5.4

Cyberpunk Blender Add on v1.5.3

29 Feb 21:45
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Urgent fixes to animation and refitting

Although this is only a minor update for now, we strongly recommend that you do a clean install of the plugin.

Known Issues

A few less urgent problems were left in to keep you on your toes! They'll be fixed with the next release:

  1. The "Hide Deform Bones" button in the "Animation Tools" section might unhide the bones instead of hiding them. Click the button twice to hide them even harder. (These are bones that you won't want to see for making poses and animations)
  2. The "Import Colliders" checkbox in the .ent import and the "Import .phys Collision" button in the "Collision Tools" section does not currently import .phys. For now, you can import these via script (find instructions on how to run Python scripts on the wiki).

What's Changed

Fixed Refitters

Updated and improved refitters (big thanks to AllKnowingLion)!

  • Added options for female vanilla to big or small boobs
  • Hyst's refitters will no longer have boobs on the back

Animations

There are a lot of improvements under the hood in preparation for the animation workflow's next big updates. For now, we've been able to fix the most pressing issues:

  • Import will now work reliably
  • Animation export is compatible with the latest versions of Wolvenkit
  • Bundled rigs have been updated and improved

Misc

  • You can now open .blend files from your Windows PC on your Mac
  • Entity import can now import and draw entColliderComponent and entSimpleColliderComponent
  • Deform bones can now easily be hidden and unhidden

Commits

New Contributors

Full Changelog: v1.5.2...v1.5.3

Cyberpunk Blender Add on v1.5.2(.2)

21 Dec 19:25
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Note - Release zip replaced with hotfix v 1.5.2.2 which fixes import error

What's Changed

New Contributors

  • @Surasia made their first contribution in #73
  • @Viele made their first contribution in #88
  • Rudolph2019 made their first contribution in d4dcfca

Full Changelog: v1.5.1...v1.5.2

Cyberpunk Blender Add on v1.5.1

14 Nov 16:40
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Point update to 1.5 to provide compatibility with the new Blender 4 release. Should still be compatible with 3.6.
If you find any issues please post a bug on Github or let us know on Discord.

What's Changed

  • Blender4 compatibility by @Simarilius-uk in #68
  • Added Support for entSkinnedClothComponent in entity import by @Simarilius-uk in #63
  • Update export_deletions.py by @manavortex in #67
  • Added script manager by @DoctorPresto in 9298a2f
  • Very early implementation of worldStaticLight nodes for sector import by @Simarilius-uk
  • Initial implementation of worldRotatingMeshNode in sector import by @Simarilius-uk
  • Initial implementation of interior mapped rooms for proxy buildings (thanks to fez on Erindales discord for the nodetree) by @Simarilius-uk
  • Support for worldSplineNode in sector import by @Simarilius-uk
  • Fix to building proxies using incorrect materials by @Simarilius-uk
  • Terrain tiles now have UVs generated for them since they don't have any on import by @Simarilius-uk in 213a62d
  • Sector import will load w2mesh files if they've been exported to glb.

New Contributors

Full Changelog: 1.5.0...v1.5.1

Cyberpunk Blender Add-on 1.5.0

25 Oct 09:52
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We strongly recommend that you uninstall any previous add-on versions before upgrading.

Requires WolvenKit 8.11 or Higher

If you have used WolvenKit 8.10 or lower to generate materials, your Depot files must be updated or deleted. Materials generated with WolvenKit 8.10 or lower will not work with this add-on release. To prepare your Depot you can do one of the following:

  • Use your system File Explorer to navigate to the Depot folder set by your WolvenKit preferences, then delete all contents within the Depot folder. The WolvenKit Depot Generator (found in tools tab) also contains a shortcut button to this folder.
  • The WolvenKit Depot Generator (found in tools tab) features a button called "Migrate Files" which should automatically convert all legacy json format files to the new specification.

What's New

  • Added Local Load: Materials attempt to load from the source WolvenKit project first allowing modded files to be prioritized over static Depot files.

  • Added support for television_ad, parallaxscreen, and multilayerTerrain shaders. television_ad and parallaxscreen include animation effects.

  • Added support for the enableMask material flag.

  • Added HP (hairprofile) export via panel.

  • Added animations panel with various functions to help you make and play animations.

  • Added meshtools panel which includes easy armature target change, weight transfer, refit, and mesh cleanup features.

  • Entity Import now supports importing collision bodies for vehicles from WolvenKit exported .phys files.

  • Added collision panel which can generate and export .phys collisions.

  • Added easy rig imports, common human rigs are included as resources.

  • Added auto refitter based on AKLs work.

  • Added experimental mlsetup export.

  • Added new export toggles: Limit exports by selection (default / same as version 1.4.0) and by visibility.

  • Added new toggles for showing Mod Tool Panels within the Blender add-on preferences.

What's Changed

  • Adjusted multilayered masking model: Midrange microblend contrast values yield sharper masks. Microblend normals are now correctly hidden by layers masks.

  • If ungrouped vertices or untriangulated faces are found on export, Blender will switch to edit mode and select them for you.

  • The MetalBase shader is more accurate.

  • The Skin shader color-tints significantly stronger which substantially improves accuracy for skin tones.

  • Sector import has more node types supported

  • Entity import has been improved, correct default appearances are now loaded, vehicle import has less bugs.

  • Fix: Many assets appeared all-black when viewed in Cycles due to SVM limitations. The multilayered shader compute has been reduced fixing this issue for most assets. There are still some corner-case assets which may trip the SVM limit.

  • Fix: Meshes no longer need their armature to be visible or selected on export.

  • Fix: Resolved an issue where the exporter would only throw an error if used from edit mode.

  • UI has been improved in all import/export panels, options are now clearer and easier to see

  • Restructured for modularity and maintenance.

Full Changelog: 1.3.0...1.5.0

New Contributors

Special thanks

  • AllKnowingLion developed the technique & lattices for refitting, the functionality is all based on this work.

Installation

  1. Download the Cyberpunk-Blender-Add-on-1.5.0.zip ZIP file below
  2. Launch Blender then navigate to Edit > Preferences
  3. Within the Blender Preferences window press Install
  4. Locate and select the downloaded Cyberpunk-Blender-Add-on-1.5.0.zip ZIP file

Usage

See the Usage category of the GitHub webpage for the Cyberpunk Blender add-on:
https://github.com/WolvenKit/Cyberpunk-Blender-add-on

Cyberpunk Blender Add-on 1.4.0

25 Jul 17:30
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Requires a WolvenKit Nightly build from 4th July onwards
Your material depot will need updating, in Wolvenkit go Tools>Depot Generator and use the Migrate Files button to update it. This doesnt fix if you've unbundled, you'll need to start fresh.

Whats New

  • Updated to work with the nightlies changes to the JSON format
  • Update to the Multilayer shader by Jato.

Installation

  1. Download the Cyberpunk-Blender-add-on-1.4.0-rc1.zip ZIP file below
  2. Launch Blender then navigate to Edit > Preferences
  3. Within the Blender Preferences window press Install
  4. Locate and select the downloaded Cyberpunk-Blender-add-on-1.4.0-rc1.zip ZIP file

Usage

See the Usage category of the GitHub webpage for the Cyberpunk Blender add-on:
https://github.com/WolvenKit/Cyberpunk-Blender-add-on

Cyberpunk Blender Add-on 1.3.0

20 Jun 03:33
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Requires the Latest WolvenKit Nightly

What's Changed

Known Issues

  • SpeedTree imports from previous version still persists (should only affect streaming sector imports)
  • If the official REDmod animation plugin is installed on Blender 3.1 - 3.4, meshes may fail to import
    • A workaround is to install Blender 3.5 or newer

Full Changelog: 1.2.0...1.3.0