Textures feed the Texture Logic node, which blends color and normal map variants to produce animated wrinkle maps as RigLogic evaluates.

Material Masks Evaluating Texture Logic Node

Custom Materials

You can build a fully custom material node tree. Just add one Texture Logic node to the graph and link your material in the Rig Instance outputs.

Custom material with Texture Logic node

With that connected, RigLogic updates the wrinkle map masks for you as the GUI controls are evaluated.

Importing Textures

When importing or converting a mesh, you can set the Maps folder location. By default, if a Maps folder sits alongside the .dna file, the importer uses it; otherwise, point it at your folder.

Maps folder option

The importer links any .tga or .png textures to the Texture Logic node inputs that follow one of these naming patterns:

Pattern 1

Texture File Maps To
Head_Basecolor.png Color_MAIN
Head_Basecolor_Animated_CM1.png Color_CM1
Head_Basecolor_Animated_CM2.png Color_CM2
Head_Basecolor_Animated_CM3.png Color_CM3
Head_Normal.png Normal_MAIN
Head_Normal_Animated_WM1.png Normal_WM1
Head_Normal_Animated_WM2.png Normal_WM2
Head_Normal_Animated_WM3.png Normal_WM3

Pattern 2

Texture File Maps To
Color_MAIN.tga Color_MAIN
Color_CM1.tga Color_CM1
Color_CM2.tga Color_CM2
Color_CM3.tga Color_CM3
Normal_MAIN.tga Normal_MAIN
Normal_WM1.tga Normal_WM1
Normal_WM2.tga Normal_WM2
Normal_WM3.tga Normal_WM3

Pattern 3

Texture File Maps To
head_color_map.tga Color_MAIN
head_cm1_color_map.tga Color_CM1
head_cm2_color_map.tga Color_CM2
head_cm3_color_map.tga Color_CM3
head_normal_map.tga Normal_MAIN
head_wm1_normal_map.tga Normal_WM1
head_wm2_normal_map.tga Normal_WM2
head_wm3_normal_map.tga Normal_WM3