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 Rules: No Spaces, use PascalCase to denote word separations Keep asset names simple yet unique No special characters like +=#^*&^$()?! Underscored '_' separate items Dots '.' denote versions, users, or user tags If you can avoid using a last name or second word for the AssetName while keeping it unique, do so. Props always start with the name of the character they belong to, if applicable. ex: YokoNecklace_Prop_MASTER.blend Possible Types: Char = Characters Prop = Props that are separate from Characters or Environments. Includes Vehicles. Env = Environments Fx = Effects Ast = Generic Assets that are part of a Library. Usually things like Trees, rocks, road signs, ect. Typically not linked into shot files directly. Lib = Library. This file contains several Generic "Ast" Assets. Possible PROGRESS: MASTER = The main production file. This file is the only asset file that gets linked into shot files. MODELING RIGGING = also applies to geometry nodes SHADING COMP Additional/optional tags: After the dot '.' at the end of PROGRESS, the user may make notes as to where they left the file or who is working on it. ex: Yoko_Char_RIGGING.wyatt.v001.blend ex: Yoko_Char_MODELING.jacketRetopo.blend Asset Files - Internal Naming Top level: AssetName_COLLECTION Sublevels: Assetname_Collection Rules: No Spaces, use PascalCase to denote word separations Keep asset names simple yet unique Collections and Objects should always start with the full AssetName No special characters like +=#^*&^$()?! Underscores '_' separate items Dots '.' denote L/R and alternate versions _ALLCAPS denote collections that are controlled or created by scripts For anime, the _EYES collection and _FRINGE collection typically receive _ALLCAPS 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. 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 Lineart = Lineart made with Geometry Fullbody = A character's base mesh or full body mesh. Usually not including the head or face. 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. Shot Files - File Naming Layout Files: [Scene]_LAYOUT.user.version.blend ex: 010_LAYOUT.blend    <-Pipeline-valid sequence file ex: 022_LAYOUT.tony.v003.blend    <-user backup or working copy Sequence Files: [Scene]_[Sequence]_STEP.user.version.blend ex: 010_B_ANIM.blend    <- Pipeline-valid sequence file ex: 022_C_FX.baku.v002.blend    <- user backup or working copy Shot Files: [Scene]_[Sequence]_[Shot]_DescriptiveName_STEP.user.version.blend ex: 010_B_030_YokoDrives_ANIM.blend    <- Pipeline-valid shot file ex: 022_C_010_SierraSings_FX.baku.v002.blend    <- 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 +=#^*&^$()?! 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: 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. 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. If a PROP asset begins with the same AssetName as CHAR asset, then it will be placed inside the CHAR asset's _GROUP.