New naming convention proposal #149
@ -11,7 +11,7 @@ We only have 3 separators to work with, so we try keep their meaning consistent
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All local datablocks across all assets of a production must have a unique name. To faciliate this, each asset's name, or a shortened version of it, should be present in all ID names of that asset. For example, the character "Elder Sprite" might have a full-length unique identifier of `elder_sprite`, along with an optional shortened (but still unique) version, eg. `esprite`.
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This identifier will be present among the prefixes in the names of datablocks, to make sure all names are unique, not just in a single file, but across the whole production. This is useful/necessary because of the way Blender's Override system works, which relies on making local copies of linked object hierarchies, meaning all assets need to be able to exist in the same namespace without name collisions.
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This identifier will be present among the prefixes in the names of datablocks, to make sure all names are unique, not just in a single file, but across the whole production. This is necessary because Blender's Library Override system relies on making local copies of linked object hierarchies, meaning all assets need to be able to exist in the same namespace without name collisions.
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## Asset Collection Hierarchy
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@ -24,7 +24,7 @@ We use prefixes for the root collections of assets to help distinguish different
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- `LG` : Light Rig
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- `CAM`: Camera Rig
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Example: `CH-elder_sprite`
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Example root collection name: `CH-elder_sprite`
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Note that there's no technical distinction between different types of assets. This is purely for organizational purposes and comfort.
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@ -49,22 +49,21 @@ All Object names (not just in Assets) must start with a prefix describing the ob
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- `LGT` : Light objects and mesh-lights, also shadow casters
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- `ENV` : Matte paintings, sky-domes, fog volume objects
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- `GEO` : Geometry, meshes, curves that contribute to the rendered appearance of the asset
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- `GEO` : Geometry, meshes, curves that contribute to the rendered appearance of an asset
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- `RIG` : Armatures of an asset
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- `GPL` : Grease pencil stroke objects (need to differentiate from GEO because can not be rendered on the farm)
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- `RIG` : Rig and rig specific objects that do not appear in rendering
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- `WGT` : Bone shapes
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- `HLP` : Empties and other helper objects that are not rendered
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- `TMP` : Any object used in pre-viz that should be replaced with final assets over the course of the production.
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All local datablocks of an asset (Object, Mesh, Material, Action, etc.) must also include either the asset's shortened or full name. Eg., `RIG-elder_sprite` or `GEO-elder-eye.L`. This is enforced by the Asset Pipeline add-on.
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All local datablocks of an asset (Object, Mesh, Material, Action, etc.) must also include either the asset's shortened or full name. Eg., `RIG-elder_sprite` or `GEO-esprite-eye.L`. This is enforced by the Asset Pipeline add-on.
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## Base Names
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- Object Data and Shape Keys should be named the same as the containing Object. This is automated by the Asset Pipeline add-on.
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- Words in all base names should be lower-case and separated by `_`.
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- All datablock names must not end with a `.00x` suffix. This is enforced by the Asset Pipeline add-on.
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- When there's too many objects to manually name, like when building a house out of a hundred wooden plank objects, the **Batch Rename Datablocks** built-in add-on should be used to give groups of objects the same name. Then replace the `.` in the `.00x` suffixes with an `_` instead, so `GEO-HS-wooden_plank.023` becomes `GEO-HS-wooden_plank_023`, making the number a part of the base name.
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- The purpose of this is that when there are >1 copies of this asset overridden (and therefore local) in a file, every object in the same copy of the asset will have the same number suffix. The first copy will have no suffix. The second copy of the asset will have object names like `GEO-HS-wooden_plank_023.001`, which is fine. If we didn't do this step, this object would instead end up getting named `GEO-HS-wooden_plank.024`, which is not fine because now the suffix number has no correlation with which overridden copy of the asset this object belongs to.
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- Without this step, debugging shot files with multiple copies of an asset becomes a nightmare, and it could even confuse the Library Override system and break shots.
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- When there's too many objects to manually name, like when building a house out of a hundred wooden plank objects, the **Batch Rename Datablocks** built-in add-on should be used to give groups of objects the same name. Then replace the `.` in the `.00x` suffixes with an `_` instead, so `GEO-house-wooden_plank.023` becomes `GEO-house-wooden_plank_023`, making the number a part of the base name for the purposes of Library Overrides and duplication.
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- This makes it so that when an asset is duplicated in a shot, every object in the same copy of the asset will have the same number suffix. The first copy will have no suffix, the second copy will have .001, etc. Without this step, this object would instead end up getting named `GEO-HS-wooden_plank.024`, which would mean the suffix number has no correlation with which overridden copy of the asset this object belongs to. This could break Library Overrides.
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- "Of" relationships should be part of the base name, as there is nothing special about them from a technical sense, so they are not a suffix or a prefix. Example: `GEO-wardrobe-drawer_knob.L` for the knob of a drawer on the Wardrobe prop.
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@ -75,15 +74,15 @@ On the other hand, avoid using `.L`/`.R` when similar objects exist on each side
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If the watch had a variant of type `clean` and `dirty`, these would be using a `:` to express the nature of the variant:
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```
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`GEO-watch.clean`
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`GEO-watch.dirty`
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`GEO-watch:clean`
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`GEO-watch:dirty`
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```
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## Actions
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### Pose Library
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Pose Library actions are in their own files, and marked as assets, so they show up in the Asset Browser and therefore the built-in Pose Library add-on. Due to frequent use, limited UI space in the Pose Library UI, and the fact that these assets are never duplicated or made local in a shot file (therefore unique naming across the procution isn't important), their names should be kept very simple. No need for any prefix, just simply describe the pose. Since the Pose Library doesn't have collections, use naming to make sure that poses for a given body part get sorted together alphabetically.
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Pose Library actions are in their own files, and marked as assets, so they show up in the Asset Browser and therefore the built-in Pose Library add-on. Due to frequent use, limited UI space in the Pose Library UI, and the fact that these assets are never duplicated or made local in a shot file (therefore unique naming across the procution isn't important), their names should be kept very simple. No need for any prefix, just simply describe the pose. For easy consistency, lowercase words separated by underscores is recommended.
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Examples:
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```
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@ -96,14 +95,14 @@ eyes_surprised
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```
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### Rig Actions
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Rigs may use Actions for Action Constraint based control set-ups. Since these are asset datablocks, they must start with the asset identifier.
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Rigs may use Actions for Action Constraint based control set-ups. Since these are datablocks and part of the character asset, they must start with the asset identifier.
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Corrective Actions are ones which are meant to activate when two other actions activate. These should use the name of the two trigger actions, separated by a "+".
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Examples:
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```
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RIG-ES-mouth_open
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RIG-ES-lips_wide
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RIG-ES-mouth_open+lips_wide
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RIG-esprite-mouth_open
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RIG-esprite-lips_wide
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RIG-esprite-mouth_open+lips_wide
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```
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### Animations of Shots
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@ -111,9 +110,9 @@ Actions created for shots should be named `ANI-{asset_identifier}-{scene_name}.{
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Examples:
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```
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ANI-ES-060_scratch_layout.v001
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ANI-ES-110_0100_A.v001
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ANI-REX-140_0020_A.v001
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ANI-esprite-060_scratch_layout.v001
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ANI-esprite-110_0100_A.v001
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ANI-rex-140_0020_A.v001
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```
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### Bone Names
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