Punk//Body Studio
A body editor for Cyberpunk 2077: shape V's body (and NPC bodies) with sliders, refit your clothes to it, and install it as a mod.
Getting started
Install
Run PunkBodyStudio-<version>-setup.exe. Setup asks whether to install for you only (no administrator rights needed) or for all users. It downloads the two tools the app needs from their official sources and checks them: the WolvenKit command-line tool, which reads and writes the game's file formats, and a private copy of the .NET runtime it runs on. Nothing is installed system-wide.
First start
- Open File > Settings.
- On the General tab, use the folder button to pick your Cyberpunk 2077 folder (the one containing
binandarchive). An installed copy finds WolvenKit by itself; otherwise pickWolvenKit.CLI.exetoo. - Close Settings and pick a body from the body list. The first time you load a body it is extracted from the game, which takes a moment; after that it loads instantly.
The chips in the title bar show what the app found. GAME and WOLVENKIT are red until they are set up. PHANTOM LIBERTY is lit when the expansion is installed; without it, the expansion's garments and bodies are not offered.
The window
- Left: the 3D preview. Drag to orbit, right- or middle-drag to pan, scroll to zoom, and press Home over the preview to reset the camera. The toolbar switches shading (flat, shaded, mesh) and toggles the body's own skin texture. The shading you pick is remembered for every project and the next start.
- Right: the tabs. Body shapes the body with its sliders, Wardrobe previews and fits garments, and Inspector is for people writing their own slider sets.
- BUILD, under the tabs, opens the Build pane: it slides up over the tabs with the mod's name and contents, Deploy and Export.
- The status line at the bottom reports what the app is doing, and how long each job took.
Each body is shown with the game's default player head in a darker grey, just to show where the head goes. Heads are never shaped or deployed; the character creator does those.
Shaping a body
- Pick a body. Female V has three: the plain body and the small- and big-breast bodies from the character creator. Each is what V looks like with that breast size picked, and editing one never changes the others.
- Pick a slider set (PunkBody (Default) comes with the app; File > Import Sliders adds others).
- Move the sliders. The preview updates as you drag.
Tick Sync breast-size variants above the sliders to share every slider except the Chest group between female V's three bodies. Ticking it copies the loaded body's sliders to the other two; when theirs are different it asks first (Sync or Cancel), since their values are replaced. Their arms are always shared, because the game uses one set of arms for all three.
The reload button next to the slider set reloads the sets from disk and returns the selected body to its defaults. The same button sits on the right of every slider group's header (Body, Wardrobe > Fit, Physics > Intensity) and puts that group's sliders back to their defaults; it is greyed out while they already are. Double-click a single slider to reset just that one.
The sliders
The default set groups its sliders like this:
| Group | Sliders |
|---|---|
| Overall | Body Weight, Leg Length |
| Chest | Breast Size, Height, Spacing, Projection, Width, Sag, Roundness (feminine bodies); Pectoral Size, Height, Spacing, Projection, Width, Sag (masculine bodies); Nipple Size, Nipple Protrusion (V's bodies) |
| Arms | Upper Arms, Forearms, Shoulders (player bodies) |
| Torso | Waist, Belly, Ribcage |
| Hips | Hip Width, Hip Dips, Love Handles |
| Glutes | Glute Size, Glute Lift, Glute Width, Glute Projection |
| Legs | Upper Thighs, Lower Thighs, Inner Thighs, Outer Thighs, Calves, Ankles |
| Pregnancy | Pregnant, Pregnant Height (feminine bodies) |
Every slider has a natural range between −1 and 1, and most go much further for exaggerated shapes. Hover over a slider to see what it does. A few worth knowing:
- Smoothing (0 to 4, starts at 1) leads most groups. It blends the group's changes into the surrounding body. Past 2, large shapes start to lose their form.
- Breast Size makes the breasts fuller in every direction; Projection moves them forward, and Roundness gives them a round, full outline by filling out the upper half and lifting them a little. Height, Sag and Spacing grow stronger with Breast Size, so a large breast is as easy to place as a small one.
- Waist narrows the natural waist, just above the navel.
- Belly flattens down to −3; from −3 to −6 it adds defined abs.
- Nipple Size and Nipple Protrusion shape V's nipples, which the game shows with nudity on. Size makes the game's own areola and nipple larger or smaller; Protrusion raises the nipple. Turn on the skin texture in the preview to see Size.
- Body Weight fills out the whole body: heavy at 3, obese at 5.
- Leg Length moves the hips up or down; overall height doesn't change.
- Arms sliders shape the arms and the shoulders together, and stop before the wrist so the hands stay as they are.
Several bodies in one mod
Each body keeps its own slider set and values. Switching bodies keeps your changes, and the body list marks changed bodies (modified).
Body groups
Bodies belong to groups: the bodies that share one set of clothes and one set of physics in the game.
- Female V: her plain, small-breast and big-breast bodies. The character creator switches between them, and in game they share one wardrobe and one physics setup.
- Male V.
- Each NPC body is a group of its own. Changing an NPC body changes every NPC that uses that body.
- An imported body belongs to the group of the game body it replaces: a body mod for female V's plain body is in Female V.
The Wardrobe and Physics tabs show and edit the group of the body you have loaded; their header names the group. The sliders on the Body tab stay each body's own.
What goes into the mod
Body > Manage Bodies lists the bodies as a tree: each group with its bodies under it (imported ones under the group they belong to). Click a group to fold or unfold it. The first column, Include, decides the mod: Deploy and Export build exactly the ticked bodies, and a group's clothes and physics when any of its bodies is ticked.
- A body ticks itself the first time you move one of its sliders. After that your tick decides: untick a body to leave it out of the mod; its sliders are kept.
- You can tick a body you haven't changed, for example female V with physics on, to get her jiggle (and refit clothes) at the game's size, or an imported body mod you have installed, to get its jiggle and refit clothes without reshaping it.
- A group's box shows all, some or none of its bodies ticked. Click it to tick the whole group (one body per game file) or to untick it.
- Two bodies that replace the same game file (a body mod and the game body it replaces) can't both go in: ticking one unticks the other, and the window says so.
- Female V's three sizes are drawn from her plain body's file. Ticking only her small or big breasts still writes the plain body (as the game has it), so the other sizes keep working; hover the Female V row for more.
When the arms change, the build also reshapes everything that has to match them: female V's first-person arms and torso, and the arm cyberware (Monowire, Mantis Blades, Gorilla Arms, Projectile Launch System). The first build after installing extracts the cyberware, which takes a minute or two.
Wardrobe
The app refits clothing to the new body in bulk, so garments don't clip into it.
- When the app starts, it lists the game's garments for the loaded body (and Phantom Liberty's when installed), plus the garments of every mod the game loads. Deploy and Export wait until the list is ready.
- Body > Manage Wardrobe shows them all. Untick Include to leave a garment out; filter by name or type; click one to preview it on the body.
- + imports garments from a mod archive the game doesn't load. − removes the app's copy of an imported mod's garments.
- The Wardrobe tab is the loaded body's group's (female or male V): at the top Enable wardrobe refit and, for female V, Fit wardrobe to; then the included garments; then the fit settings: minimum gap (garments are pushed at least this far out from the skin), smoothing and follow distance (how garments follow a changed body). Female and male V each keep their own.
- For an NPC body the tab says it has no wardrobe: the app refits V's clothes only, and NPCs keep the game's.
With Enable wardrobe refit ticked, Deploy and Export refit every included garment of each ticked V group to that group's body and pack them into the same mod. A group's clothes go in only when one of its bodies is ticked in Manage Bodies, so a mod that only shapes NPCs leaves V's clothes alone.
Physics
The Physics tab shows the body in motion, so you can see how a shape carries itself.
- While the tab is open, the body walks in place with the game's own walk (the walk loop the game plays on that kind of body, taken from the game files with WolvenKit the first time a body loads). The arms, head, nipples and the garment you are previewing walk with it, and your sliders still apply. Pick another tab and it stands still again. If the game's walk cannot be loaded, a built-in walk plays instead.
- Enable body physics adds the bounce: the breasts and glutes lag and settle behind each step. Enable wardrobe physics, just below it, does the same for clothes: the loose parts (hems, coat tails, straps) of the garment you preview swing and lag while the tight parts stay on the skin.
- Under Intensity, the Breasts, Glutes and Wardrobe sliders set how much each moves; double-click one to reset it.
- The settings are the loaded body's group's (female V's three sizes share them) and are saved with the project. Physics is off until you turn it on. For an NPC body they only move the preview: the mod's jiggle is V's.
zz_johnson_..., as punk-body does). The newer ArchiveXL version of the framework needs nothing: it patches V's files as the game loads them, on top of Body Studio's.Deploy and Export
Press BUILD at the bottom of the right panel. The Build pane slides up over the tabs with everything the mod is built with: its name, what it includes, and the Deploy and Export tabs. At its bottom is DEPLOY MOD or EXPORT.... The X and Esc slide it back down; Esc first leaves the mod name field, and does nothing while a build runs. You can still close the pane during a build: the build carries on, and the banner and the status line report it. With Reduce motion on, the pane opens and closes at once.
- Deploy first runs the deploy check (other body mods in the way, and what an imported body needs from the mod it came from), then builds the mod and installs it into the game: as an archive in
archive\pc\mod, or as a REDmod, whichever you pick. If a mod with that name is already there, the app asks before replacing it. - Export builds the same archive and saves it wherever you choose, for sharing or installing by hand.
- Destination, at the bottom by the button: Deploy (as a plain archive or a REDmod) or Export. DEPLOY MOD runs the deploy check first.
- DEPLOY MOD and EXPORT... close the pane, and the tabs stay disabled until the build is over; the banner over the preview and the status line show its progress.
- Closing the app during a build asks first: A build is running. Closing now stops it and leaves no mod. Close anyway stops it, WolvenKit included, and closes; Keep running lets it finish. The same goes for the deploy check and Export Body.
- A build's working files (hundreds of MB with the wardrobe) are deleted from the cache when it ends, whether it worked or not.
- Includes, under the mod name, says what the mod holds, for example Female V (plain, big), NPC woman (average): a row per body ticked in Manage Bodies, or No bodies selected. On the right of each row, a shirt icon (clothes refit) and a wave icon (jiggle) are bright when on; click one to switch it. Female V's three sizes share these, so they switch together; NPC bodies show them faint, since builds refit and jiggle V only.
- Exactly the ticked bodies go in. An NPC-only mod builds just the NPC, and a female V mod has no male V or NPC files. One exception: ticking only female V's small or big breasts still writes her plain body file, because the game draws all three sizes from it. With nothing ticked, Deploy and Export say there is nothing to build.
- Use Unique V body rig (shown while the Unique V rig framework is installed; see Physics) builds V's player files from the framework's copies when physics goes into the mod. It is saved with the project.
- File > Export > Mod opens the Build pane on its Export tab.
Exporting one body
File > Export holds the app's exports: Body, Sliders (the selected slider set, see Projects) and Mod (the archive, as above). Body opens a window for the loaded body as you have shaped it:
- Format: a game mesh (
.mesh, made by WolvenKit from the game's own, so it needs the game folder and WolvenKit CLI) or glTF (.glb) for Blender and other 3D tools. - Include morphtarget (game mesh only): the game draws female V from a copy of her body inside
t0_000_pwa_base__full.morphtarget, so a shaped.meshalone does not show in game. This also writes that file next to the mesh, under the same name, made as the mod build makes it: the copy inside is your shaped body, and the character creator's breast sizes draw their shaped bodies (the game's when you have not changed them). Offered for female V's plain body and for imported bodies that came with a.morphtarget. - Include nipple shape: the game draws V's nipples on a separate overlay over the breasts. This also writes it, under its game name in the same folder, fitted to your body and with Nipple Size and Protrusion applied, as the mod build makes it. Offered for V's player bodies.
- As a game mesh it writes the files the game draws. For female V, at any breast size, the game draws the overlay through
i0_000_pwa_base__nipple.morphtarget, so you geti0_000_pwa_base__nipple.meshand that morphtarget: the copy inside is the shaped overlay, and the character creator's breast sizes draw their shaped overlays (the body you export from its sliders, the other sizes from theirs when you have changed and ticked them, the game's otherwise). Exporting the big or small body therefore writes the plain overlay's files too, with that size inside. For male V it isi0_000_pma_base__nipple.meshalone. - As glTF it writes the overlay fitted to the body you export, for example
i0_000_pwa_base__nipple_breast_big.glbfor the big body.
- As a game mesh it writes the files the game draws. For female V, at any breast size, the game draws the overlay through
The window lists the files it will write; EXPORT... asks where to save them. Your choices are kept until you close the app. Hover a greyed-out option to see why it is not offered.
While a mod builds, the preview tries garments on the body one after another, and a banner shows over it. With Reduce motion on, the preview stays still instead.
Removing the mod
Delete the archive (named after your mod) from Cyberpunk 2077\archive\pc\mod, or the mod's folder from Cyberpunk 2077\mods for a REDmod. Uninstalling the app never removes mods you deployed.
Projects
File > Save writes your setup to a .punk project file: every modified body with its sliders, which bodies are ticked, each group's wardrobe and physics, the mod name and the output settings. File > Open restores it. A project saved before body groups opens with its bodies, sliders and mod name, but nothing ticked and each group's wardrobe and physics settings as a new project starts them (every garment included): tick the bodies to build in Manage Bodies and check the Wardrobe and Physics tabs. The project also keeps the preview's shading and texture toggle, and restores them when it opens; a new project starts with the last ones you used. File > New Project starts over with a fresh, unsaved project: every body back at its defaults, nothing ticked, every group's settings as they start; the body you have loaded stays, and so do your settings, imported bodies and garment mods. With unsaved changes, Open and New Project ask whether to save first. The title bar shows * when the project has unsaved changes.
| Shortcut | Action |
|---|---|
| Ctrl+N | New project |
| Ctrl+O | Open a project |
| Ctrl+S | Save |
| Ctrl+Shift+S | Save As |
File > Export > Sliders saves the selected slider set to share or back up, and File > Import Sliders adds one.
Modded bodies
- File > Import Body takes a body
.mesh, or a body mod's.archive. For an archive, the app lists which game bodies the mod replaces and imports the ones you tick. Sliders then work on the modded body, and Deploy writes it in place of the body it replaces. - Body > Manage Bodies lists the game's bodies and your imported ones by group, an imported body under the group of the body it replaces. + imports, − removes the app's copy after asking (its sliders in the project go with it; the mod itself is untouched), and a double-click loads a body.
- Names don't have to be unique. Two imported bodies can have the same name: the app tells them apart by what they are (the files it imported), so each keeps its own sliders and tick in your projects.
- One body per game file: when several bodies replace the same game body, only one can go into the mod: the ticked one. Ticking one unticks the others, and the first time you move a body's sliders it ticks itself the same way.
- Body > Edit Body changes an imported body's name, source file, the body it replaces and its preview skin.
- Keep the body mod installed. A modded body keeps its mod's materials and textures (VTK Vanilla HD's HD skin and neck seam fix, for example), and only the mod provides those in game. Install the body mod as usual (with Vortex, or by hand), import its body here, and leave the mod installed: Deploy then writes your shaped body over the mod's, and the deploy check treats the mod as something your body needs, not as a mod in the way.
The deploy check
Before installing anything, Deploy looks for other body mods in the way: archives in archive\pc\mod and the REDmods that replace a body you deploy, and .xl files that register a body type.
For an imported body it also reads what the shaped body references (its materials and textures) and looks for those files in your installed mods. The mods it finds them in are ones your body needs: they are listed as used, not as in the way, as long as Body Studio's archive loads first. The game loads archive\pc\mod in ASCII order of file names, so keep the plain archive layout and a mod name that sorts before the body mod's archive (the default punk-body sorts before vtk_...; a name starting with a digit sorts before most). If a file the body references is in no installed mod and not in the game, the check names it: install the body mod the body came from, or the body may show without its textures in game. Body Studio never downloads or installs other mods for you.
- Managed by Vortex (found in Vortex's deployment manifest): Body Studio never moves Vortex's files. Disable the mod in Vortex and deploy there, then press Check again.
- Installed by hand: Move aside moves the files to
%LOCALAPPDATA%\cp-slider\data\moved_mods(a REDmod'sinfo.jsongoes with its archive). Settings > Advanced lists these backups with a Restore button that puts them back. - Deploy anyway leaves everything in place and lets the game's load order decide.
Updates
Body Studio looks for a new version quietly when it starts, at most once a day, if File > Settings > General > Check for updates on start is on (it is by default). When there is one, the status line says so and a small UPDATE vX.Y.Z AVAILABLE appears at its right; click it, or use Help > Check for Updates, to see what's new. Nothing is downloaded or installed until you ask.
- Download & Install fetches the setup into Body Studio's cache and checks it against the signed release information. Install now then closes Body Studio (asking about unsaved changes first), upgrades it in place with no questions, and opens the new version. Your settings, slider sets, projects and imported bodies are kept, and so is your choice of a per-user or all-users install (an all-users install asks for administrator rights). WolvenKit and .NET are only downloaded again when the new version needs newer ones.
- Later leaves it; the next day's check reminds you. A finished download is kept for next time.
- Skip this version keeps the start-up check quiet about that version. Help > Check for Updates still offers it, and Settings has Offer it again.
Body Studio only accepts release information signed with the project's key, and only downloads from the project's own address over https. If the check fails (no internet, for example), it says so in Help > Check for Updates and otherwise stays quiet.
Settings
- General: the game folder, WolvenKit, what opens when the app starts (the last body, the last project, or nothing), and Check for updates on start with Check for updates under it.
- Display: UI scale; Reduce motion (also stops the Physics tab's walk); colour-blind-friendly status colours; High contrast; Blur intimate areas in the preview (built mods are not affected); and the garment colour used in the preview.
- Advanced: cache size and Clear Cache (imported bodies are kept), debug logging and Open Logs, and the MCP server. Builds clean up after themselves, and working files an interrupted build left behind are deleted the next time the app starts.
Troubleshooting
- Something failed: File > Settings > Advanced > Open Logs. The log records every step and error. Turn on debug logging for more detail.
- Reporting a problem or an idea: Help > Send Feedback. Pick Bug, Idea or Other, give it a title, and describe what you did, what you expected and what happened instead. A contact (name, Discord or email) is optional. A screenshot of the app, the log (your Windows user name and keys removed) and system info are attached unless you untick them, and Add images takes up to five pictures of your own. What's sent lists everything that goes out; nothing is sent until you press Send. If it can't be sent (no internet, too many reports in an hour), Save Report puts it all in a .zip you can share another way.
- Changes don't show in game: check the mod is in
archive\pc\mod(ormodsfor a REDmod) and that no other body mod replaces the same body later in the load order. - Clothes clip: make sure Enable wardrobe refit was on and the garment is included in Manage Wardrobe. Raise the minimum gap for tight garments.
- A game update changed the bodies: Clear Cache in Settings makes the app extract them again.
Settings and slider sets are kept in %APPDATA%\cp-slider; the cache and logs in %LOCALAPPDATA%\cp-slider.
AI agents (MCP)
The app can run a Model Context Protocol server so AI agents can drive and test it. Turn it on under File > Settings > Advanced > MCP server. It is off by default, listens on this computer only, and every request needs the access token shown there; New token replaces it. Settings also copies the command to add the server to Claude Code. Agents can run the deploy check and read its result, but moving mods aside, restoring them and Deploy itself are yours to do in the app. They can also check for updates and download one, but never install it.
Punk//Body Studio v0.2.0 · Freeware: free to use and to share unmodified, free of charge (Help > About > Licence) · Not affiliated with CD PROJEKT RED. Cyberpunk 2077 is a trademark of CD PROJEKT S.A.