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Asset Files - File Naming

AssetName_Type_STEP.user.v001.blend

ex: YokoYoshino_Char_MODELING.v003.blend

image.png

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