Releases: WolvenKit/Cyberpunk-Blender-add-on
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
Cyberpunk Blender Addon 1.5.5.1
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):
- 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
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
- 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
- @Holopointz made their first contribution in #120
- @philipl made their first contribution in #121
Full Changelog: v1.5.3...v1.5.4
Cyberpunk Blender Add on v1.5.3
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:
- 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)
- 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
andentSimpleColliderComponent
- Deform bones can now easily be hidden and unhidden
Commits
- init.py update, Rudolph2109 by @Rudolph2109 in #102
- utility script: convert armature to netrunner suit by @manavortex in #103
- Make it deal with ents with no appearances, xplatform filepaths by @Simarilius-uk in #110
- reverted refits for presto by @manavortex in #114
- fixed init.py by @manavortex in #116
New Contributors
- @Rudolph2109 made their first contribution in #102
Full Changelog: v1.5.2...v1.5.3
Cyberpunk Blender Add on v1.5.2(.2)
Note - Release zip replaced with hotfix v 1.5.2.2 which fixes import error
What's Changed
- Disabled the sparse accessors on gltf export for 4.0 as wkit doesnt understand them.
- Interior mapping shader correction by @Simarilius-uk in #69
- Update Parallaxscreen and tv_ad to Blender 4 by @Simarilius-uk in #72
- Fix incorrect import by @Surasia in #73
- Unknown mats processing by @Simarilius-uk in #71
- Improvements to parallaxscreen_transparent shader and tv_ad by @shotlastc in #78
- GeomCache Triangle mesh colliders import by @Simarilius-uk in #90
- Added Bendable support to sector import by @Simarilius-uk in #93
- Only Create Layer_Blend node group once by @Viele in #88
- Writing node data index to properties by @manavortex in #99
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
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
- @manavortex made their first contribution in #67
Full Changelog: 1.5.0...v1.5.1
Cyberpunk Blender Add-on 1.5.0
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
- Download the
Cyberpunk-Blender-Add-on-1.5.0.zip
ZIP file below - Launch Blender then navigate to
Edit > Preferences
- Within the Blender Preferences window press
Install
- 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
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
- Download the Cyberpunk-Blender-add-on-1.4.0-rc1.zip ZIP file below
- Launch Blender then navigate to Edit > Preferences
- Within the Blender Preferences window press Install
- 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