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.

Your game files are safe. The app never changes the game's own files. Everything it makes goes into a separate mod archive, which you can remove at any time.

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

  1. Open File > Settings.
  2. On the General tab, use the folder button to pick your Cyberpunk 2077 folder (the one containing bin and archive). An installed copy finds WolvenKit by itself; otherwise pick WolvenKit.CLI.exe too.
  3. 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

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

  1. 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.
  2. Pick a slider set (PunkBody (Default) comes with the app; File > Import Sliders adds others).
  3. 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:

GroupSliders
OverallBody Weight, Leg Length
ChestBreast 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)
ArmsUpper Arms, Forearms, Shoulders (player bodies)
TorsoWaist, Belly, Ribcage
HipsHip Width, Hip Dips, Love Handles
GlutesGlute Size, Glute Lift, Glute Width, Glute Projection
LegsUpper Thighs, Lower Thighs, Inner Thighs, Outer Thighs, Calves, Ankles
PregnancyPregnant, 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:

Seams stay closed. Sliders fade out where the body meets the head and other separate meshes, so no gaps open in game.

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.

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.

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.

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.

Breast sizes: the game has one set of clothes for all three of female V's character-creator breast sizes, so the mod's clothes can fit only one of them. Pick the one your V uses under Fit wardrobe to on the Wardrobe tab (Default, Small breasts or Big breasts): the clothes are fitted to that body as you shaped it, or as the game has it if you left it alone. Previewing a garment on the small- or big-breast body fits it to the body shown; if that is not the size the mod fits, the Wardrobe tab says so under the fit settings.
Mod garments: a refit mod garment is written under the mod's own path, so the game uses it only if Punk//Body Studio's archive loads ahead of the mod's. If a mod's garment still clips, check the load order.

Physics

The Physics tab shows the body in motion, so you can see how a shape carries itself.

In game. With physics on, Deploy and Export also write V's own breast and glute jiggle into the mod when her or his group is ticked in Manage Bodies, at the Breasts and Glutes intensities and fitted to your shaped body, in first person too. Only V is affected; NPCs keep the game's. An imported body (VTK, Hyst Angel or Hyst EBB in place of female V's plain body) gets the same jiggle and cloth as her game bodies: it is skinned to the game's rig, so the jiggle moves the parts of it that sit on the chest and buttock joints, sized to how large they are on that body. About 0.4 matches the game's own (subtle) jiggle; 1 is lively. With Enable wardrobe physics (and Enable wardrobe refit), the refit skirts, dresses, coats and long jackets that hang free below the waist get the game's own kind of cloth physics: chains of dangle bones down the loose cloth, swinging and lagging at the Wardrobe intensity (1 is the tuning of a vanilla hairstyle; 2 is softer and travels further), with the legs as collision. Trousers, bodysuits, tight garments and garments with physics of their own are left as they are. The walk stays in the preview. With Reduce motion on (Settings > Display) the preview stays still.
Unique V rig framework. The jiggle goes into V's player files, which the Unique V Body Rig framework (the legacy 2.31 version, the one rig deform mods such as Rig Deform - Angel are made for) also replaces. When that framework is among your mods, the Build pane shows Use Unique V body rig, ticked: the build then starts from the framework's copies of V's files and adds the jiggle to those, so V keeps her own rig and your rig deform mods keep working. Leave it ticked unless you want the game's rig back. It is greyed out while physics is off (the mod leaves V's files alone then). The deploy check warns when physics is on with the box off, and when your mod's name would load after the framework (keep the plain archive layout and a name that sorts before 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.

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:

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.

ShortcutAction
Ctrl+NNew project
Ctrl+OOpen a project
Ctrl+SSave
Ctrl+Shift+SSave As

File > Export > Sliders saves the selected slider set to share or back up, and File > Import Sliders adds one.

Modded bodies

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.

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.

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

Troubleshooting

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.