description |
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A short tutorial on how to modify your V's body by resizing bone shape. |
Published: Oct 12 2024 by @chris
Last edited: Oct 12 2024 by manavortex
This guide will show you how to create a custom rig for V, based on BODY SHAPING - Tutorial
- If you want to learn what a rig even does, check armatures-.rig-files.md
- If you want to create custom poses instead, check poses-animations-make-your-own
Wolvenkit | latest >= 8.14 | Nightly | Stable | Install guide (wiki) |
Blender | latest (>= 4.2) | blender.org |
Optional | Unique V Body Framework | get it from Nexus |
Medium - you should have some general knowledge of Blender and Wolvenkit
- Create a new Wolvenkit project
- Find an add one of the following files (the correct one for your body gender):
femV: base\characters\common\base_bodies\woman_average\t0_000_wa_base__full.mesh
mascV: base\characters\common\base_bodies\man_average\t0_000_ma_base__full.mesh
Add it to your project
- Export it from Wolvenkit. Use the following settings:
- Mesh Export Type: WithRig
- WithRig settings: Select Rig -> woman_base_deformations.rig
- Import the
.glb
that you just exported into Blender:
- You will see V's body: this is your immediate preview.
- Enable and select the armature in the side bar panel:
- Switch the viewport to to
Pose Mode
( at the top left) - You can now select and scale individual bones.
Select the bones tab, select the bone you want to edit, and scale.
- Generally you want to scale bones that do not effect other bones. Joints, or those parenting other bones can break the mesh in game. Rotation and location generally breaks things.
- In my testing, Thigh_1_JNT isn't worth the hassle, looks fine in blender but always broke for me in game. (if someone has a solution for this please let me know)
- Since you are simply using blender to get a visual on what you are changing, you technically only need to edit one half of the body.
{% hint style="info" %} This is currently a manual process. In the future, the toolchain will let you do this automatically — but we aren't there yet. {% endhint %}
- Add the required
.rig
files to your project (the second file is for first person perspective):
femV:
base\characters\base_entities\woman_base\deformations_rigs\woman_base_deformations.rig
base\characters\entities\player\deformations_rigs_wa\player_woman_base_deformations.rig
mascV:
base\characters\base_entities\man_base\deformations_rigs\man_base_deformations.rig
base\characters\entities\player\deformations_rigs_ma\player_man_fpp_deformations.rig
- Open one of the files in the CR2W editor and find the BoneTransforms array
- Find the bone that you scaled in Blender:
- Here, we copy the values from Blender' s
BoneTransforms
tab.
{% hint style="danger" %} X and Y is flipped inside of Wolvenkit compared to blender, so flip those values. {% endhint %}
- You need to do this for both sides of the body, so find the corresponding bone
&#xNAN;If the name of your bone ends with_r
, the corresponding bone ends with_l
, and vice versa - Save your changes
- Open the other file in Wolvenkit, and repeat steps 2-6.
- If you are not using Unique V Body Framework, proceed to the next section - otherwise, read on.
To ensure compatibility, you need to re-name any files you edited:
Before | After |
---|---|
woman_base_deformations.rig |
female_plr_deformations.rig |
woman_base_deformations.animgraph |
female_plr_deformations.animgraph |
- Before packing your mod, delete the
.mesh
file that you exported in step 1. Your mod should only contain files with the extension.rig
. - Hit the Install and Run button on the Wolvenkit toolbar
- Start up the game
Tada! if you did everything right then you can now cosplay as your favorite ant.
Peak female form.
Thanks for reading hope it worked -Chris
- Disable (remove) any other rig edits
- Check if your mod's
.archive
file has been installed to the correct folder:
Cyberpunk 2077
\archive\pc\mod
- Make sure that it comes first in the load order by prefixing its name with a
#