cs.charm spawns CS2 charms, the weapon keychains, as full 3D models with their pattern applied. colours, detail, glitter and effects such as the fill level of the Butane Buddy follow the pattern number the way they do in the game. it targets Blender 5.2 and stays compatible back to 4.5. the panel lives in the 3D viewport sidebar, tab cs.charm.
what you do with it
- search the library by name, collection or tag, filter by collection and rarity, and see rarity, effects and the inventory icon before you spawn.
- pick a pattern from 0 to 100000, or let every spawn roll a random one.
- place interactively: the charm follows the mouse over the surface. wheel rotates, shift makes that finer, ctrl and wheel scales, F toggles hang and surface, left click places, shift and left click places and continues, right click or escape cancels.
- spawn onto the selected mesh, at the point closest to the 3D cursor, or drop it at the cursor and place it by hand.
- the active charm can change its pattern with the material updating live, and be scaled, rotated, tilted, retargeted or given physics. duplicates get their own mesh and materials right away.
how it sits on the weapon
with rest on surface, the default, the charm settles on the whole object around the attachment point, not just the face it hangs from. it hangs straight down from a wall, lies flat on a top along the rifle, follows curved surfaces, tips over edges and rolls a little to lie on uneven parts. it is lifted by the depth of its back, so it never cuts into the target. it is attached with a parent or a child-of constraint.
size is absolute by default, the CS2 model size times a scale. switch to relative to set the charm height as a percentage of the target's longest side, about 7 percent matches a charm on a rifle in any scene scale.
physics
add physics turns the charm into a rigid body hanging from a small anchor on the weapon, so moving or animating the weapon makes it swing. with collide with target it also bumps against the weapon, even while that is animated, and the weapon itself stays untouched. remove physics puts the rest pose and the previous attachment back.
patterns and materials
the pattern number becomes the keychain seed. each CS2 material carries small formulas on that seed, cs.charm evaluates them with a safe parser and feeds the results into the node groups: hue, saturation, detail position, glitter, metalness. the material keeps a copy of its formulas, so the pattern can be changed in a saved file even without the library.
- charm weapon: colour with hue shift, tint mask, detail texture, pearlescence, glitter flakes and iridescence.
- charm liquid: tinted glass, an opaque print and a liquid whose surface stays level in world space when the charm tilts, swings or lies on a weapon.
the Butane Buddy's hue and fill level match in-game renders across the pattern range. valve does not document the shaders, so the node setups are approximations and colours can differ from the game.
download
two zips. the GitHub release is the addon with two demo charms, one with the standard charm shader and one liquid charm. the other zip is cs_charm-1.2.0, the same addon including all charm assets.
install from disk under Edit, Preferences, Get Extensions, or drop the
zip onto the Blender window. valve's charm models and textures are not
part of the release. to build a library from your own CS2
installation, the repository includes
tools/export_cs2_charms.py: about 80 charms in 8
collections. point the addon's charm library folder at the result,
or use the zip that already includes the assets. your own glb models work too, a catalog.json adds names,
rarity and pattern formulas.
licence
cs.charm is released under the PolyForm Noncommercial License 1.0.0. private, academic and non-profit use is free, including changes and passing it on, as long as the licence and the copyright notice travel with it. commercial use or distribution needs an agreement first: licence, commercial terms, [email protected].
privacy
cs.charm collects no user data. read the full privacy policy.