Generated Scene Structure¶
Edition: Core and Pro
Texelator creates one visible setup group per mesh:
Texelator_<MeshName>
├─ RIG
│ └─ UV_Refs
└─ UTIL
The setup group stores Texelator identification, a setup ID, mesh reference,
stage, and serialized setup data. RIG contains the generated texture-control
hierarchies. UV_Refs collects UV reference objects. UTIL is used for
technical utility content and is hidden by the generated organization logic.
The current Core organization logic leaves the mesh at its existing DAG location;
it does not create or parent it under GEO. Existing-setup scanning still checks
for a legacy GEO group so older scene layouts can be recognized.
For each Step 2 part, the rig includes a follicle/control hierarchy, a slide
control named with the part prefix and _Slide_ctrl, and a hidden bind joint.
Follicle shapes are hidden to avoid viewport clutter.
Step 3 creates file/placement networks and connects managed outputs into the
material's layered texture arrangement. Projection builds use a place3dTexture
and planar projection; UV builds use a place2dTexture and UV reference
connections.
Warning
Node names can acquire Maya numeric suffixes when names already exist. Treat the structure above as a naming pattern, not a guarantee of exact unique names.
Pro Face UI and atlas files¶
After Create UI, Pro adds a Face UI anchor and an offset UI group to the active setup. The UI includes the sequence plane lists, frame picker curves, shared preview, and an outer border control. Optional UI texture controllers are added to the preview area after Create UI Texture Controllers.
Atlas PNGs are written beside the saved Maya scene. Keep these files with the project when moving or sharing a rig. Step 4 Revert deletes generated UI nodes and preserves the Step 3 material build; the atlas files remain on disk.