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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.

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.
