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Textures

Importing Textures

When importing or converting a mesh to/from a DNA file, you are given an extra option to specify the Maps folder location. By default, if a Maps folder exists alongside the .dna file, the importer will use that, otherwise you can explicitly set the Maps folder to your desired location.

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The importer will link any .tga or .png textures to the Texture Logic node inputs that follow these 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

Custom Materials in Blender

You can make a totally custom material node tree if you want. All you need to do is add a single Texture Logic node to the graph, then link your material in the Rig Instance outputs.

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With this set, now RigLogic will update the wrinkle map masks for you as the GUI controls are evaluated.