Library / SDK
SpectrumQT/WWMI-Package avatar
SpectrumQT/WWMI-Package

WWMI loads custom 3D models into Wuthering Waves through XXMI

XXMI Launcher package for Wuthering Waves

542 stars24 forksHLSLGPL-3.0

At a glance

What is it?
The WWMI Package is a loader for custom 3D models in Wuthering Waves, built on 3dmigoto and installed through the XXMI Launcher, with hot loading for new mods, a set of hotkeys for modders, and a companion WWMI Tools project for creating them. It is GPL-3.0 licensed, and the README still carries a beta warning on a project it calls stable.
Who is it for?
WWMI suits a Wuthering Waves player who wants to replace a character or item model with a custom one and iterate on it without restarting the game each time, since the hot load path and the automatic re-import through WWMI Tools cover the edit-test cycle.
Can I use it commercially?
Yes, with conditions. GPL-3.0 is a copyleft licence: if you distribute software that includes it, you must release that software's source code under the same licence. Running it internally without distributing it does not trigger that obligation.
Is it still maintained?
Yes. The repository last received commits 20 days ago.
What is it written in?
Mainly HLSL, according to GitHub's language statistics.

Answers come from the project's GitHub data, last synced on October 22, 2026, and from our analysis. They are not legal advice.

Editorial analysis

What WWMI is

The project describes itself as a custom 3d models loader for Wuthering Waves, and the repository title is the Wuthering Waves Model Importer.

In practice it is an overlay-based model replacement framework. The credits name the people behind the original 3dmigoto, Chiri, Bo3b and DarkStarSword, with huge thanks to those guys, and then credit SilentNightSound for a custom 3dmigoto fork that did the initial WuWa research. The development credits go to SpectrumQT and SinsOfSeven for WWMI development, with four more people credited for WWMI contribution.

That lineage explains a lot about how the project is put together. It is not a from-scratch tool; it is a targeted fork and extension of a general 3dmigoto-style model modding stack, retargeted at one game.

The feature list is what the tool actually does, and it is worth reading closely because most of these entries are about removing limits rather than adding new capability.

Plug-and-Play means fully automated installation and game configuration via the XXMI Launcher, with no manual configuration of the game executable.

Highly Optimized is stated as built with minimization of performance footprint in mind.

Cross-Platform means it works with NVidia, AMD and Intel GPUs.

Modder Friendly means it enables fully automatic model re-import mod creation with WWMI Tools, which is the part that matters for anyone who wants to make their own models rather than only download them.

No Vertex Limit removes all limitations caused by the component layout of the original models, which is the single most significant thing here for a modder, since the original models are constrained by how the game's own assets are structured and a custom model has no such constraint.

Shape Keys Support handles original shape keys overrides and enables creation of custom ones, and Bone Merging dynamically merges skeleton data so modders can work with a unified VG list, which is the VG being the vertex groups of the skeleton.

The primary language of the repository is HLSL, which is the shading language used by the 3dmigoto-style pipeline, and the licence is GPL-3.0. The last push was on 2026-10-03 alongside the v1.1.0 release.

Installing through the XXMI Launcher

The installation path runs entirely through the XXMI Launcher, and the README spells it out in five steps.

First, download the latest release of XXMI-Launcher-Installer-Online-vX.X.X.msi from the XXMI Launcher releases page. Second, run that installer with a double-click. Third, click Quick Installation to install XXMI Launcher to the default location under the AppData folder, or use Custom Installation to set another folder.

Fourth, on the game selection page of the XXMI Launcher window, click the Wuthering Waves tile to add the WWMI icon to the top-left corner. Fifth, click the WWMI icon to open the WWMI launcher page and press Install to download and install WWMI.

That last split, where the launcher is installed first and WWMI is then installed through it, is how the whole family of tools stays in step with each other. The launcher knows which version of WWMI is current, and the WWMI Tools project is likewise installed and updated through the same launcher, so a user does not have to track three repositories and their release numbers independently.

The step that catches people is the fourth one. Until the Wuthering Waves tile is clicked, the launcher has not registered the game, and the WWMI icon does not exist, so there is nothing to click in the fifth step. The install is entirely inside the launcher's own window.

The project is also distributed through a second channel. The Resources section lists a Gamebanana mirror for the WWMI repository, and mirrors for WWMI Tools and the Wuthering Waves mods themselves, plus a Discord modding community. The mirrors exist because Gamebanana is where the modding community for this game is, and a mirror there gets a wider audience than a GitHub release page alone would.

Installing mods, and loading them without restarting

Installing a mod itself is two steps, which is about as simple as it gets.

Extract the mod's archive, and put the extracted folder into the Mods folder.

The interesting part is the next section, Mod Hot Load, which is what makes the tool usable for anyone actually making models rather than just downloading finished ones.

To properly load a newly installed mod without restarting the game, you install the mod, hide the modded character from screen by switching to another, and press F10 to reload WWMI.

That sequence is worth understanding. The reload is a hot reload of the whole overlay rather than a targeted per-model refresh, and the character has to be off screen at the moment of the reload, because the reload replaces the underlying model resources and a character that is currently on screen would be mid-animation against a replaced mesh. Switching away from the character first means the reload happens on a character that is not being drawn, and switching back shows the new model.

The user hotkeys are the rest of the control surface, and they are laid out in a small table.

F12 toggles the User Guide.

F6 toggles WWMI dependant mods.

F10 reloads WWMI and saves the mod settings.

Alt and F12 together toggle the 0.6.X Compatibility Mode.

Ctrl and Alt and F10 together reset the mod settings and reload.

The compatibility mode toggle is the one to note. It exists because the overlay has to match the game's own rendering expectations, and when the game updates in a way that changes what the overlay needs to do, a compatibility switch lets a user keep working with an older configuration rather than waiting for a new build of the loader. That is the kind of thing that only exists in a tool maintained against a live game.

The developer hotkeys are a separate set again, and they are the ones for the modder rather than the player. F9 disables WWMI while held, which is how you compare your mod against the original without uninstalling anything. Ctrl and F9 toggles the Performance Monitor. Ctrl and F12 toggles the Hunting Mode Guide. And the numpad 0 key toggles Hunting Mode, which shows green text, with the note to make sure Enable Hunting is turned on in XXMI Launcher under Settings and then WWMI.

The known limitation, and the two bigger ones

The Known Issues section has one entry, and it is stated as final.

Glitch with duplicate modded objects on screen, described as a merged skeleton hard limitation and marked as won't be fixed.

That is a specific and honest thing to document. The bone merging that lets a modder work with a unified VG list has a side effect: when two objects that were merged into one skeleton are both visible, the rendering can produce a duplicate. The README attributes it to the merged skeleton approach itself, which means it is a consequence of the feature that makes the tool usable for modding in the first place, not a bug that could be patched.

That is the only known issue listed, and its singleness is itself information. A tool that intercepts a game's rendering has an open-ended surface of things that can go wrong, so a list of one entry suggests either a narrow problem domain or a project that has settled.

The two bigger limitations are in the disclaimers and in the feature list rather than in the issues section.

The disclaimer is a beta warning that says WWMI is considered stable and undergoes pre-release polishment. That is a slightly odd pairing, and it is worth reading the way it is written: the project considers the tool stable and warns that the release itself is pre-release. In practice it means you should expect the polish of a beta, such as an installer that asks questions it could answer itself or a first-run step that is not quite where you would expect it.

The larger limit is the scope of the feature list. Every entry is about models, vertices, skeletons, shape keys and textures. There is nothing about gameplay, physics, character behaviour or the game's systems. WWMI replaces what a thing looks like, not what it does. Anyone looking for a framework that changes how the game plays would be looking at the wrong project, and the README does not pretend otherwise.

The second scope point is that the technique itself is an overlay. The project is built on 3dmigoto and its forks, which is a well-known approach in the graphics modding community, and it works by intercepting the game's rendering calls. That has consequences for anyone thinking about compatibility with other software on the same machine, and it is a different risk profile from a plugin the game loads officially.

Making your own models with WWMI Tools

The development path is documented as a redirect, which is honest given that the tooling is a separate project.

To get into mod creation, the README points you to WWMI Tools and its Modder Guide, and then lists two places to start: the WWMI Tools GitHub repository, and the Gamebanana listing for the same tool.

WWMI Tools is the piece that makes the Modder Friendly feature meaningful. The combination described is that WWMI enables fully automatic model re-import mod creation with WWMI Tools, so the workflow is: you build a model in your 3D tool, you export it in the format WWMI expects, you drop it into the Mods folder, and the import is handled for you rather than by hand-editing configuration.

The features that make that possible are the ones that remove the constraints of the original assets. No Vertex Limit means your model is not held to the vertex budget the game's own assets were built within. Bone Merging merges the skeleton data dynamically so that you work against a unified VG list rather than having to match each of the game's original bone sets. And Shape Keys Support handles the original shape key overrides and lets you create your own.

Those three together are the difference between a mod loader and a modding platform. Without them, a custom model has to fit inside the same constraints as the original, which for a game that reuses a skeleton across many characters is a severe limit. With them, a custom character can carry its own proportions, its own hair and its own face shapes.

The developer hotkeys fit this workflow. The Hunting Mode and its guide exist so that a modder can find the exact resource names in the running game and target them, and the Performance Monitor exists to see what the overlay is doing while it runs. The 0.6.X Compatibility Mode toggle is the safety valve for when the game changes underneath the loader.

The assets themselves are a separate repository again, WWMI Assets, so a modder is not shipping base resources with every mod.

Where WWMI fits, and where it stops

The comparison worth making is with the two alternatives a Wuthering Waves player has: the official mod support in the game, and the older 3dmigoto setups that predate WWMI.

Against official mod support, the difference is reach and convenience. A game that supports its own modding can only add what the developers built hooks for. WWMI works at the rendering layer, so it can replace any model the renderer draws, which is why it supports custom characters, custom hair and custom shapes for existing ones. The cost is that you are running an overlay rather than using a supported path, and everything that implies in terms of stability and updates applies.

Against the older 3dmigoto-based setups, the difference is that WWMI is a maintained, packaged target for this one game. The pre-WWMI approach meant building a 3dmigoto fork yourself, working out the game's own resource names, and redoing that on every game update. WWMI packages that work, ships it through a launcher, and adds the model re-import workflow so that iteration does not mean reinstalling by hand each time.

The limits are worth stating plainly. The known duplicate object glitch is permanent and is a consequence of the bone merging. The tool targets one game and one game's version history, so it needs an update after every game patch, which is what the 0.6.X compatibility mode is really about. The hot load requires the affected character to be off screen. And the whole approach is an overlay built on a fork of 3dmigoto, which is a technique with a specific risk profile that a game vendor may or may not tolerate over time.

For maintenance, the release history is v0.9.9 from 2026-03-28, v1.0.0 from 2026-03-30 and v1.1.0 from 2026-10-03, with the last push on 2026-10-03 and the repository not archived. The move from 0.9.x to 1.0.0 in March 2026 marks the point where the project stopped being pre-1.0, and the version numbers for the model importer track the major version of the toolchain it belongs to.

The licence is GPLv3, and the reference in the README points at the WWMI repository's own LICENSE file.

Editorial conclusion

WWMI suits a Wuthering Waves player who wants to replace a character or item model with a custom one and iterate on it without restarting the game each time, since the hot load path and the automatic re-import through WWMI Tools cover the edit-test cycle. It is the wrong tool if you want to change game systems rather than assets, because the feature list is entirely about model loading, and it is the wrong tool if you need a clean install with no overlay, since the whole approach is built on a 3dmigoto style overlay rather than on the game's own asset pipeline. Before you start, read the known issues, because the duplicate object glitch on screen is a hard limitation of the merged skeleton approach and the README says it will not be fixed.

Frequently asked questions

What is the WWMI Package?

It is a custom 3D model loader for Wuthering Waves, a Wuthering Waves Model Importer built on the original 3dmigoto and a custom fork of it. It replaces character and item models in the game, removing the vertex limits of the original assets, handling shape keys and merging skeleton data.

How do I install WWMI?

Download the XXMI-Launcher-Installer-Online installer from the XXMI Launcher releases, run it and choose Quick Installation or Custom Installation. Then, on the launcher's game selection page, click the Wuthering Waves tile, open the WWMI icon and press Install to download and install WWMI.

How do I install a mod and load it without restarting the game?

Extract the mod archive and put the extracted folder into the Mods folder. To hot load it, install the mod, hide the modded character from screen by switching to another, and press F10 to reload WWMI.

What are the WWMI user hotkeys?

F12 toggles the User Guide, F6 toggles WWMI dependant mods, F10 reloads WWMI and saves the mod settings, Alt with F12 toggles the 0.6.X Compatibility Mode, and Ctrl with Alt and F10 resets the mod settings and reloads.

What is the known issue with WWMI?

The README lists one: a glitch with duplicate modded objects on screen, described as a merged skeleton hard limitation that will not be fixed. The bone merging that gives modders a unified VG list is the cause, so the issue is a consequence of a core feature.

How do I create my own WWMI mods?

Use the companion WWMI Tools project and its Modder Guide, available from the WWMI Tools GitHub repository or the Gamebanana listing. WWMI enables fully automatic model re-import mod creation with those tools, and the developer hotkeys including Hunting Mode and the Performance Monitor help you locate resources in the running game.

Official sources

  1. Issues
  2. License: GPL-3.0
  3. README
  4. Releases
  5. SpectrumQT/WWMI-Package on GitHub
Add this badge to your README

If you maintain this project, the badge below links readers to this analysis and shows its maintenance status from the daily GitHub snapshot. Paste the markdown into your README; add ?metric=license or ?metric=stars to the image URL for a different field.

Add this badge to your README

markdown
[![Hysen Labs](https://hysenlabs.com/badge/spectrumqt-wwmi-package.svg)](https://hysenlabs.com/projects/spectrumqt-wwmi-package)

Was this useful?