Comments (1)
The bones that import with a mesh by default are just empty objects created because there are named vertex groups. If you want an actual rig, either use a withrig export from wkit or use one of the rigs which are bundled with the plugin
from cyberpunk-blender-add-on.
Related Issues (20)
- Feature request: Create garment support from mesh HOT 2
- Add support for the FX stuff that mana worked out
- Refactor the Entity import
- Refactor the Sector import
- Add some vertex color quick buttons HOT 8
- Entity json export
- Usability "Transfer Vertex Weights"
- Refitter: have an "auto-apply" option
- On export: Rename data blocks after related Blender object
- Entities with incorrect placement of their parts HOT 5
- Vehicle animations broken HOT 5
- Some materials missing when importing valentino cyberware HOT 8
- Entity import breaks if the language is set to french (may be true for others) HOT 2
- Feature request: add support for modifying entLightChannelComponent from vehicle .ent HOT 1
- UnboundLocalError: cannot access local variable 'MaskTexture' where it is not associated with a value HOT 7
- 1.5.5.1: Export as static prop still checks for vertex groups
- Loading materials error HOT 5
- 'NoneType' object has no attribute 'update' on GLB export HOT 4
- Importing custompathed NPV .ent is errored HOT 2
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