Deliverator
Graphical Hackificator
Thanks Deliverator, yep that was it for that error. I was using the "All files" option in the import popup and the old scripts.
Unfortunately I have a new problem now, something to do with uv's
This is a problem with the new .cn6 script really. The currently released version doesn't only support 3 UV layers, it *requires* 3 UV layers which isn't very helpful. I've updated the script to create default values for UV layer 2 and 3 and attached it to this post. Will add to the scripts download in due course.
On the topic of uv's. If I'm creating a leader then I must have only 1 uv layer yes? and that I do for this attempt, which is just of the single mesh skin part, 1 material 1 set of uv's in default 0 to 1 U and V space.
But lets say I want his whole head, with skin, eyes and hair, which will be needed for the whole finished model with cloth's and glasses etc. These different mesh components or vertex groups of a single mesh object each have their own uv's, Originally with their own UDIM's (patch, tile or texture set) which can exist as 1 uv layer. Can different UDIM's be used or do they have to be separated by materials (vertex groups) in the same 0 to 1 U and V default space (stacked)?.
Leaders and anything animated only need 1 UV layer. 2 or 3 UV layers are only used for inanimate objects like Buildings and Wonders.
If you want to use multiple Materials/Textures in the same UV space you can simply assign different parts of your mesh to different Materials and the .cn6 export and import to CivNexus6 will create the separate Triangle Groups (as they are called within the Granny engine). If you import one of the Civ 6 leaders into Blender via the .cn6 format you can see how multiple Materials per mesh are used.