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.
The importer will link any .tga
or .png
textures to the Texture Logic node inputs that follow these patterns:
Pattern 1
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
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
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 Logic Instance outputs.
With this set, now RigLogic will update the wrinkle map masks for you as the GUI controls are evaluated.