Hello, I think I posted in the wrong part of the forum before, but I'm requesting help with animating a custom head I made in 3ds Max. I followed the tutorial by mrx16 up to the tri file stage, and that's where things sorta fell apart. I ripped a head model from another game, fixed up the mesh and added textures in 3ds Max, exported the head to blender to save as .obj, then checked it with Outfit Studio. A small problem I ran into with Outfit Studio is that even with the new textures placed in data/textures/<folder name>, it still wouldn't add the three texture maps I had for the head. Alright, no big deal, I'm more concerned about making the head animated (blinking, mouth movements etc.) So, using the Tri extractor/creator file, I continued on the steps and... that's where I'm lost. In the part "this .obj represents the shapre of your custom race. For example the vanilla file contains base object and 9 objects that were created by moving the vertices of the base object to create custom race ones, eg Nord, Breton eg. The "_NAME" part needs to be changed to your race EDITOR_ID in Creation_KIT. For example my race in Creation Kit has a name: "Overlord_Race_LichRaceHuman" so the file will be called "maleheadraces_Overlord_Race_LichRaceHuman.obj"" specifically. In the CK, I've imput the new race ID as "SylvariRace", so I assume the new .obj would need to be renamed as maleheadraces_SylvariRace.obj. However, the Tri Creator, after rewriting the paths in the male head races txt, regards SylvariRace.obj to be missing. Also, the instructions aren't clear whether you need to replace that .obj with a copy of my <charactername.obj> renamed to the above, or if I'm to just to only rename it. Also, just to poke around at Outfit studio, I find I can't import .tri files, even from the character assets folder in the game directory. Would anyone know what steps I need to take, or help direct me with the right steps to creating both the .tri files and how to rig the head for their use? I'm not really wanting to use the tutorial with the Blender route, as Blender's too clunky and un-intuitive for me to use properly and it's for people who really have a handle on the program (I do not.)