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Naming Conventions

In-file Prefixes

17th December 2022

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Published by

Francesco Siddi

Collection names

We use prefixes only for top level collections of an asset. This is important to distinguish types of assets. The name of the asset itself should be lowercase.

  • CH : Character
  • PR : Prop
  • EN : Environment asset
  • SE : set
  • LG : light rig

Example: CH-phileas

Sub-collections should start with the character's name and have dots as separators: phileas.rig.widgets

Object naming

All objects should have a prefix, followed by a dash that determines their type:

  • WGT : bone shapes
  • LGT : light objects and mesh-lights, also shadow casters
  • HLP : Empties and other helper objects that are not rendered
  • GEO : Geometry, meshes, curves that contribute to the rendered appearance of the asset
  • RIG : Rig and rig specific objects that do not appear in rendering
  • ENV : matte paintings, sky-domes, fog volume objects
  • GPL : grease pencil stroke objects (need to differentiate from GEO because can not be rendered on the farm)

Use dot uppercase L or R for objects that belong to one side and are mirrored

Example: GEO-dresser_drawer.L

If a name contains a of relationship - in the above example the drawer of the dresser - these should not be separated by a dot, but rather with an underscore.

Another example: GEO-ellie_watch_screw and not GEO-ellie_watch.screw

If the watch had a variant of type clean and dirty, these would be using a dot to express the nature of the variant: GEO-ellie_watch.clean and GEO-ellie_watch.dirty

Actions

Prefixes

Example: PLB-spring.hand

  • PLB Pose library actions to be linked into animation files
  • RIG Actions used by the rig's Action constraints
  • ANI Animation to be used in a shot

More examples:

- ANI-rex.140_0020_A.v001
- ANI-ellie.060_scratch.layout.v001
- ANI-sprite_A.110_0100_A.v001
- PLB-rex_face.scared
- PLB-rex_face.happy
- PLB-rex_hand.closed

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