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Asset Files - Internal Naming

Top level: AssetName_COLLECTION

Sublevels: Assetname_Collection

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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

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

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  • 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.

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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