Never actually used it, but.
The probelm is probably the texture…
Is SRGB on or off for it? Is the compression settings on it the same as the content example stuff?
And is the node you are using in engine set to the same settings you use the tool with?
I’d asusme there must be a setting of some sort to tell it how many splits it has within the texture in terms of data points.
These need to match up or the read info wont work right.
Maybe the fact they look different does matter.
The color in each zone represents whatever the animation has to be or a position that a vertex needs to reach in x/y/z space.
However you should compare it to what the script produces directly to know if colors look “ok” or not.
Different textures made for different models will always look different…
Also, vertex order probably matters when the object is exported.
At a base level the script should be tagging specific vertex to specific areas of that pixel block texture it produces so that values can be read in to generate the animation for it.
Exporting with quads causes the engine to triangulate. This is likely to change vertex order…
Surely, theres a 3dsMax tutorial you can follow on how to do it correctly out there?