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
| 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.

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