Pipeline and Tools
Naming things well is notoriousy difficult, mostly because a name that works well within one context, does not communicate as well in another. Here are the guidelines that we try to follow at Blender Studio when it comes to file naming.
{show_prefix:optional}-{name}-v{version:optional}.{variant:optional}.{representation:optional}.{extension}
Examples: gabby.blend, gabby.shading.blend, gabby.rigging.blend
The main asset files should be as simple as possible: {asset name}.blend. These main asset files are meant to be written by our asset pipeline, but should rarely be touched by hand (other than solving errors). Data is consolidated
We use task identifiers to distinguish between the different stages of the asset. {asset name}.{task identifier}.blend.
task identifiers:
E.g. **010_0030_A** {scene number}_{shot number}_{variant}
Scene: 3 digits, incremented by 10 at first creation
Shot number: 4 digits, incremented by 10 at first creation
Variant: Letters A - Z
Example: **140_0010_B.anim.blend**
Its position in the repository would be at:
pro/**shots/140_credits/140_0010_A/140_0010_A.anim.blend**
Output for the animation playblasts at:
/render/**shots/140_credits/140_0010_A/140_0010_A.anim/140_0010_A.anim.v001.mp4**
/render/**shots/140_credits/140_0010_A/140_0010_A.anim/140_0010_A.anim.v002.mp4**
...
Output of the rendered frames:
/render/**shots/140_credits/140_0010_A/140_0010_A.lighting/000001.exr**
Generated previews from frames:
/render/**shots/140_credits/140_0010_A/140_0010_A.lighting/140_0010_A.lighting.mp4**
Example of a Backup copy of frames:
/render/**shots/140_credits/140_0010_A/140_0010_A.lighting_bak/140_0010_A.lighting.mp4**
pro/**shots/110_rextoria/110_0010_A/110_0010_A.anim.blend**
pro/**shots/110_rextoria/110_0010_A/110_0010_A.layout.blend**
pro/**shots/110_rextoria/110_0010_A/110_0010_A.fx.blend**
pro/**shots/110_rextoria/110_0010_A/110_0010_A.comp.blend**
pro/**shots/110_rextoria/110_rextoria.layout.blend**
pro/**shots/110_rextoria/110_rextoria.scene.blend**