# Naming Conventions

Standards and Best-Practices regarding the naming of files, folders, assets, objects, layers, rigs, materials, ect.

# Asset Files - File Naming

#### **AssetName\_Type\_STEP.user.version.blend**

**ex: YokoYoshino\_Char\_MODELING.v003.blend**

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/image.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/image.png)

##### Rules:

- No Spaces, use PascalCase to denote word separations
- Keep asset names simple yet unique
- No special characters like +=#^\*&amp;^$()?!
- Underscored '\_' separate items
- Dots '.' denote versions, users, or user tags
- If you can avoid using a last name or second word for the AssetName while keeping it unique, do so.
- Props always start with the name of the character they belong to, if applicable.  
    ex: YokoNecklace\_Prop\_MASTER.blend

##### Possible Types:

- Char = Characters
- Prop = Props that are separate from Characters or Environments. Includes Vehicles.
- Env = Environments
- Fx = Effects
- Ast = Generic Assets that are part of a Library. Usually things like Trees, rocks, road signs, ect. Typically not linked into shot files directly.
- Lib = Library. This file contains several Generic "Ast" Assets.

##### Possible PROGRESS:

- MASTER = The main production file. This file is the only asset file that gets linked into shot files.
- MODELING
- RIGGING = also applies to geometry nodes
- SHADING
- COMP

##### Additional/optional tags:

After the dot '.' at the end of PROGRESS, the user may make notes as to where they left the file or who is working on it.

- ex: Yoko\_Char\_RIGGING.wyatt.v001.blend
- ex: Yoko\_Char\_MODELING.jacketRetopo.blend

# Asset Files - Internal Naming

#### **Top level: AssetName\_COLLECTION**

#### **Sublevels: Assetname\_Collection**

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/i0Iimage.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/i0Iimage.png)

##### Rules:

- No Spaces, use PascalCase to denote word separations
- Keep asset names simple yet unique
- Collections and Objects should always start with the full AssetName
- No special characters like +=#^\*&amp;^$()?!
- Underscores '\_' separate items
- Dots '.' denote L/R and alternate versions

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/iNsimage.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/iNsimage.png)

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/m6Mimage.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/m6Mimage.png)

- \_ALLCAPS denote collections that are controlled or created by scripts 
    - For anime, the \_EYES collection and \_FRINGE collection typically receive \_ALLCAPS

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/P2uimage.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/P2uimage.png)

- Suffixing a collection with "\_VLH" or "\_VLS" will signal to the renderer that this collection should be rendered on it's own pass 
    - \_VLS = View Layer Solo - will render the collection with no occlusion
    - \_VLH = View Layer Holdout - will render the collection with occlusion
- Any object that should not be part of the Asset should be placed inside a \[WORKING\] collection outside of the \_MASTER collection and properly versioned. 
    - The user may make as many additional collections in the \[WORKING\] collection as they wish.

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/3SWimage.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/3SWimage.png)

##### Asset File Collections:

- PROXY = Contains only geometry for the Asset's animation proxy. This collection will always be turned off for final renders.
- GEO = Contains the final full-resolution mesh for an Asset
- RIG = Contains the rig for an Asset
- UTL = Utility collection. Contains Empties for FX or Shaders, Widgets for rigging, and extra objects. Typically is excluded from view in all steps.
- LGT = Lighting collection. Lights that must belong to a specific asset go here. 
    - For anime, character "Sun" lights should always be named AssetName\_Subject\_Sun
    - ex: Yoko\_Face\_Sun; Yoko\_Body\_Sun

##### What we call things:

- Fringe = This part of the hair

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/dOLimage.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/dOLimage.png)

- Lineart = Lineart made with Geometry
- Fullbody = A character's base mesh or full body mesh. Usually not including the head or face.

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/odMimage.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/odMimage.png)

- Iris = The colored part of the eye
- Sclera = The white part of the eye
- Eyelight = The highlight, specular, or reflection on the eye. Usually its own mesh and object.
- EyelidCrease = The line above the eyelashes and between the eyebrows.

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/vODimage.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/vODimage.png)

# Shot Files - File Naming

### **Layout Files:**

#### **\[Scene\]\_LAYOUT.user.version.blend**

**ex: 010\_LAYOUT.blend** &lt;-Pipeline-valid sequence file

**ex: 022\_LAYOUT.tony.v003.blend** &lt;-user backup or working copy

### **Sequence Files:**

#### **\[Scene\]\_\[Sequence\]\_STEP.user.version.blend**

**ex: 010\_B\_ANIM.blend** &lt;- Pipeline-valid sequence file

**ex: 022\_C\_FX.baku.v002.blend** &lt;- user backup or working copy

### **Shot Files:**

#### **\[Scene\]\_\[Sequence\]\_\[Shot\]\_DescriptiveName\_STEP.user.version.blend**

**ex: 010\_B\_030\_YokoDrives\_ANIM.blend** &lt;- Pipeline-valid shot file

**ex: 022\_C\_010\_SierraSings\_FX.baku.v002.blend** &lt;- user backup or working copy

- Scene = Scene Number  
    Typically three numbers. Scenes always count up by tens (10s) to leave room for additional insert scenes. 
    - Scenes always start counting at 010. The next scene, by default, would be 020.
- Sequence = Sequence Letter  
    Typically a single letter. Sequences count up through the alphabet starting at 'A' and going to 'Z'. 
    - Always Uppercase
    - 'I' and 'O' are skipped
- Shot = Shot Number  
    Functions the same as Scene Numbers
- DescriptiveName = Optional! A user may choose to give a shot a *very brief* descriptive name to aid comprehension when working with multiple shots. 
    - Can denote a distinguishing factor such as a camera angle, character, or action in the shot.
    - Limit to 3 words, if possible.
- STEP = Marks the pipeline step for the shot file
- User = Optional! While working on a shot, a user may use this space to denote: 
    - alternate versions
    - progress
    - their name to show who is working on it
    - backups
- Version = a temporary addendum to the shot file to save versions or backups.

IMPORTANT! Shot files MUST NOT include ".user" and ".version" tags in order to be Pipeline-valid.

##### Rules:

- Underscores '\_' separate items that identify the shot (Scene, Shot, DescriptiveName, Step)
- No spaces. Use PascalCase to denote word separations
- Dots '.' are used to mark versions or users for local files. Should not be present on final pipeline files
- No special characters like +=#^\*&amp;^$()?!
- Keep DecriptiveNames simple, less than 3 words if possible.
- Steps are always ALLCAPS for legibility

##### Possible Steps:

- ANIM = Animation
- FX = Effects, 2D and/or 3D
- LGT = Lighting
- RENDER = Final, Renderable file

##### Best Practices:

- DescriptiveNames are optional, but should be used wherever possible
- If a user adds User/Version tags to a file locally, they should always push their changes into the main pipeline file when they are done, and make sure it saves without the additional tags
- When inserting a new shot between existing shots, give it a number halfway between the two original shots
    
    
    - ex: Shot 020\_015 would go between 020\_010 and 020\_020

# Shot Files - Internal Naming

All shot files should contain these collections:

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/09Mimage.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/09Mimage.png)

- CHAR = Holds all Characters and their Props
- PROP = Holds all Props that do not belong to a Character
- ENV = Holds all Environments, Env Lighting, and Env Assets
- CINE = Holds all Cameras, Camera rigs, Lighting, and Light Blockers 
    - does not include lights belonging to linked libraries
- FX = Holds all FX assets

All assets, generated objects, or helper objects should live within the collection pertaining to their STEP.   
Ex: Empties used to offset animation should all live within the CHAR collection.

##### Layout Temp FX and Placeholders:

All temp FX and placeholders made during the Layout or Animation STEPs should be placed in the TempFX subcollection.

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/N1Uimage.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/N1Uimage.png)

##### Asset\_GROUPS:

Linked Assets are automatically sorted into subcollections of their Asset\_TYPE. This allows Asset grouping for view layers.   
This process can also be done manually without breaking anything.

[![image.png](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/scaled-1680-/m1limage.png)](https://wiki.winterstellarstudios.com/uploads/images/gallery/2026-07/m1limage.png)

If a PROP asset begins with the same AssetName as CHAR asset, then it will be placed inside the CHAR asset's \_GROUP.