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Assets Published File Naming Convention

This doc will run through how pubished files should be named for all Asset stages of the pipeline. Right now, you'll need to manually name the files but soon we will have tools to do so ;)

File naming general rules

Here is a general list of rules to adhere to when naming files.

  • All files should start with the project code and should be capitalised. For example: EOT_, OWT_
  • Optional subversion and comments to come after the version. For example: v##_feedback, v##_scene
  • File names can only be composed of letters, numbers, underscores and full stops. No spaces!
  • You can use camelCase if you need more words in a section. For example: bodyReference
  • Frame numbers are always separated by a full stop. For example: _v001.1001, _v001.1002

Scenes, Data, Viewables and Feedback

When publishing content for any department, you will output 3 types of files: Scene, Data and Viewables. The Feedback directory is where you’ll find any notes for the version provided by the supervision team. Here is a breakdown of what data belongs in what directory:

  • Scene: This is the file you are outputting all the data and viewables from. This is a backup file, so we can always go back continue working from it, or someone else can pick up the task for whatever reason (for example, maybe you are on holiday or on sick leave)
  • Data: This is the main data that will be picked up by other departments and passed down the pipeline. Usually USD files, rigs, looks, etc.
  • Viewables: These files (images and movies) will be the result of your work, and are a visual artefact to what the version contains. This could be a model turntable, or a rig ROM test, etc. Please note the render environment should be added in the file name after the version. For example: …v001_studio…, …v001_carPark…
  • Feedback: Here you will find all the feedback files (drawovers, screen captures, etc.). Please note, _feedback should be added before the frame number of filetype. For example, v001_studio_feedback.1001.jpg, _v001_carPark.mov

Model

Here, we will breakdown how to name your published model files when naming Prims (primitives – render meshes), Scans (LIDAR, photogrammetry data), and Sculpts (ZBrush high resolution sculpts). Please note that scan data and sculpt data will be published as seperate data sets to prims and will also have their own LODs.

Prim

Prim refers to primitives and these will be our render meshes. The meshes should have topology suitable for rigging, deformation and/or FX.

Prim Scene

For published model prim scene files (usually a Maya scene file), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_model_prim_<variant>_<lod>_<version>_scene.<filetype>

For example:

EOT_character_yuki_model_prim_default_lod0_v001_scene.ma

Prim Data

For published model prim output data files (Maya scene files, USD files, etc.), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_model_prim_<variant>_<lod>_<version>.<filetype>

For example:

EOT_character_yuki_model_prim_default_lod0_v001.mb

EOT_character_yuki_model_prim_default_lod0_v001.usd

OWT_vehicle_apollo54_model_prim_damaged_lod1_v002.usd

Prim Viewables

For published model prim viewable files (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_model_prim_<variant>_<lod>_<version>_<renderEnv>_<description>.<frameNumber>.<filetype>

For example:

EOT_character_yuki_model_prim_default_lod0_v001_studio_wire.1001.jpg

EOT_character_yuki_model_prim_default_lod0_v001_studio_wire.1002.jpg

EOT_character_yuki_model_prim_default_lod0_v001_studio_wire.mov

Please note, the <description> token is optional and should only be written in camelCase format.

Prim Feedback

For published model prim feedback files (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_model_prim_<variant>_<lod>_<version>_<renderEnv>_<description>_feedback.<frameNumber>.<filetype>

For example:

EOT_character_yuki_model_prim_default_lod0_v001_studio_wire_feedback.1001.jpg

EOT_character_yuki_model_prim_default_lod0_v001_studio_wire_feedback.1002.jpg

EOT_character_yuki_model_prim_default_lod0_v001_studio_wire_feedback.mov

Please note, the <description> token is optional and should only be written in camelCase format.

Scan

Scan represents the geometry that is output from applications such as Reality Capture and Agisoft Metashape. This could be processed LIDAR or photogrammetry.

Scan Scene

When saving a published scene file from Agisoft Metashape or Reality Capture, we’d like you to use the following naming convention:

<SHOW>_<assetType>_<assetName>_model_sculpt_<variant>_<lod>_<version>_scene.<filetype>

EOT_character_yuki_model_scan_default_lod0_v001_scene.rc

Scan Data

Every now and then, a scan may be rendered but this would be decided by your supervisor. For published model scan output files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_model_sculpt_<variant>_<lod>_<version>.<filetype>

For example:

EOT_character_yuki_model_scan_default_lod0_v001.obj

OWT_vehicle_apollo54_model_scan_default_lod1_v001.png

Scan Viewables

For published model scan viewable files (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_model_scan_<variant>_<lod>_<version>.<frameNumber>.<filetype>

For example:

EOT_character_yuki_model_scan_default_lod0_v001.1001.jpg

EOT_character_yuki_model_scan_default_lod0_v001.1002.jpg

EOT_character_yuki_model_scan_default_lod0_v001.mov

Scan Feedback

For published model scan feedback files (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_model_scan_<variant>_<lod>_<version>_<renderEnv>_feedback.<frameNumber>.<filetype>

For example:

EOT_character_yuki_model_scan_default_lod0_v001_studio_feedback.1001.jpg

EOT_character_yuki_model_scan_default_lod0_v001_studio_feedback.1002.jpg

EOT_character_yuki_model_scan_default_lod0_v001_studio_feedback.mov

Sculpt

Sculpts will be published seperately to primitives and scan data. The sculpts will be used to extract bump, normal and displacement maps. These are high resolution model files from applications such as ZBrush and Mudbox with subdivision layers.

Sculpt Scene

When saving a published scene file from ZBrush or Mudbox, we’d like you to use the following naming convention:

<SHOW>_<assetType>_<assetName>_model_sculpt_<variant>_<lod>_<version>_scene.<filetype>

For example:

EOT_character_yuki_model_sculpt_default_lod0_v001_scene.ztl

Sculpt Data

Every now and then, a sculpt may be rendered but this would be decided by your supervisor. For published model sculpt output files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_model_sculpt_<variant>_<lod>_<version>.<filetype>

For example:

EOT_character_yuki_model_sculpt_default_lod0_v001.ztl

EOT_character_yuki_model_sculpt_default_lod0_v001.obj

Sculpt Viewables

For published model sculpt viewable files (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_model_sculpt_<variant>_<lod>_<version>_<renderEnv>.<frameNumber>.<filetype>

For example:

EOT_character_yuki_model_sculpt_default_lod0_v001.1001.jpg

EOT_character_yuki_model_sculpt_default_lod0_v001.1002.jpg

EOT_character_yuki_model_sculpt_default_lod0_v001.mov

Sculpt Feedback

For published model sculpt feedback files (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_model_sculpt_<variant>_<lod>_<version>_<renderEnv>_feedback.<frameNumber>.<filetype>

For example:

EOT_character_yuki_model_sculpt_default_lod0_v001_studio_feedback.1001.jpg

EOT_character_yuki_model_sculpt_default_lod0_v001_studio_feedback.1002.jpg

EOT_character_yuki_model_sculpt_default_lod0_v001_studio_feedback.mov

 


Surface

Please note, the Surfacing file naming conventions are currently temporary and being tested. Try to stick to them for now but be aware that they may change in the future.

Here, we will breakdown how to name your published surfacing files when naming Texure (base, metal, normal, displacement, etc. maps), Look Development (shader scenes),  and Groom files (guide curves, render curves).

Texture

The output for textures will always be a series of images (base, bump, metal, etc.). We will be usig the UDIM numbering workflow (1001, 1002, etc.) where multiple UV tiles are required. These images will be pulled into the Look Development scenes.

Texture Scene

For published texture scene files (for example Substance Painter or Designer scenes or Mari archives), we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_surface_texture_<variant>_<lod>_<version>_scene.<filetype>

For example:

EOT_character_yuki_surface_texture_default_lod0_v001_scene.mra

Texture Data

For published texture output files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_surface_texture_<variant>_<lod>_<mapType>_<version>.<udimID>.<filetype>

For example:

EOT_character_yuki_surface_texture_default_lod0_base_v001.1001.png

EOT_character_yuki_surface_texture_default_lod0_base_v001.1002.png

EOT_character_yuki_surface_texture_default_lod0_metl_v001.1001.png

EOT_character_yuki_surface_texture_default_lod0_norm_v001.1001.png

Texture Viewables

Texture viewables will not be required. All reviewable outputs from Surfacing will be delivered as a Look Dev submission.

Groom

Groom files, like textures, will be pulled into the Look Development scenes.

Groom Scene

For published groom scene files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_surface_groom_<variant>_<lod>_<version>_scene.<filetype>

For example:

EOT_character_yuki_surface_groom_default_lod0_v001_scene.ma

Groom Data

For published groom output files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_surface_groom_<variant>_<lod>_<version>.<filetype>

For example:

EOT_character_yuki_surface_groom_default_lod0_v001.ma

EOT_character_yuki_surface_groom_default_lod0_v001.xgen

EOT_character_yuki_surface_groom_default_lod0_v001.json

Groom Viewables

Groom viewables will not be required. All reviewable outputs from Surfacing will be delivered as a Look Dev submission.

Look Development

The Look Development files should pull in the published texture maps and the groom files. These files will then be pushed into the USD compounds for shader assignment.

Look Development Scene

For published look development scene files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_surface_lookdev_<variant>_<lod>_<version>_scene_.<filetype>

For example:

EOT_character_yuki_surface_lookdev_default_lod0_v001_scene.ma

Look Development Data

For published look development output files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_surface_lookdev_<variant>_<lod>_<version>.<filetype>

For example:

EOT_character_yuki_surface_lookdev_default_lod0_v001.ma

EOT_character_yuki_surface_lookdev_default_lod0_v001.json

Look Development Viewables

For published look development viewable files (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_surface_lookdev_<variant>_<lod>_<version>_<renderEnv>.<frameNumber>.<filetype>

For example:

EOT_character_yuki_surface_lookdev_default_lod0_v001_studio.1001.jpg

EOT_character_yuki_surface_lookdev_default_lod0_v001_studio.1002.jpg

EOT_character_yuki_surface_lookdev_default_lod0_v001_studio.mov

Look Development Feedback

For published look development feedbackfiles (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_surface_lookdev_<variant>_<lod>_<version>_<renderEnv>_feedback.<frameNumber>.<filetype>

For example:

EOT_character_yuki_surface_lookdev_default_lod0_v001_studio_feedback.1001.jpg

EOT_character_yuki_surface_lookdev_default_lod0_v001_studio_feedback.1002.jpg

EOT_character_yuki_surface_lookdev_default_lod0_v001_studio_feedback.mov


Rigging

Here, we will breakdown how to name your published Anim and Mocap rig files.

Animation Rig

Animation rigs will be used by the tracking, layout, and animation teams (and anyone else needing to create a performance).

Anim Rig Scene

For published animation rig scene files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_rig_anim_<variant>_<lod>_<version>_scene.<filetype>

For example:

EOT_character_yuki_rig_anim_default_lod0_v001_scene.ma

Anim Rig Data

For published animation rig output files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_rig_anim_<variant>_<lod>_<version>.<filetype>

For example:

EOT_character_yuki_rig_anim_default_lod0_v001.ma

EOT_character_yuki_rig_anim_default_lod0_v001.usd

Anim Rig Viewables

For published anim rig viewable files (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_rig_anim_<variant>_<lod>_<version>_<renderEnv>.<frameNumber>.<filetype>

For example:

EOT_character_yuki_rig_anim_default_lod0_v001_studio.1001.jpg

EOT_character_yuki_rig_anim_default_lod0_v001_studio.1002.jpg

EOT_character_yuki_rig_anim_default_lod0_v001_studio.mov

Anim Rig Feedback

For published anim rig feedback files (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_rig_anim_<variant>_<lod>_<version>_<renderEnv>_feedback.<frameNumber>.<filetype>

For example:

EOT_character_yuki_rig_anim_default_lod0_v001_studio_feedback.1001.jpg

EOT_character_yuki_rig_anim_default_lod0_v001_studio_feedback.1002.jpg

EOT_character_yuki_rig_anim_default_lod0_v001_studio_feedback.mov

Mocap Rig

Mocap rigs will be used during performance capture sessions and for transferring animation data between rigs.

Mocap Scene

For published mocap rig files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_rig_mocap_<variant>_<lod>_<version>_scene.<filetype>

For example:

EOT_character_yuki_rig_mocap_default_lod0_v001_scene.ma

Mocap Data

For published mocap rig output files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_rig_mocap_<variant>_<lod>_<version>.<filetype>

For example:

EOT_character_yuki_rig_mocap_default_lod0_v001.ma

Mocap Viewables

For published mocap rig viewable files (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_rig_mocap_<variant>_<lod>_<version>.<frameNumber>_<renderEnv>.<filetype>

For example:

EOT_character_yuki_rig_mocap_default_lod0_v001_studio.1001.jpg

EOT_character_yuki_rig_mocap_default_lod0_v001_studio.1002.jpg

EOT_character_yuki_rig_mocap_default_lod0_v001_studio.mov

Mocap Feedback

For published mocap rig viewable files (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_rig_mocap_<variant>_<lod>_<version>_<renderEnv>_feedback.<frameNumber>.<filetype>

For example:

EOT_character_yuki_rig_mocap_default_lod0_v001_studio_feedback.1001.jpg

EOT_character_yuki_rig_mocap_default_lod0_v001_studio_feedback.1002.jpg

EOT_character_yuki_rig_mocap_default_lod0_v001_studio_feedback.mov

 


Tech Rigging

Here, we will breakdown how to name your published Costume, Hair and Muscle tech rig files.

Costume

Costume rigs will be used to simulate cloth geometry which will be driven by the animation performance.

Costume Scene

For published costume scene files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_techrig_costume_<variant>_<lod>_<version>_scene.<filetype>

For example:

EOT_character_yuki_techrig_costume_default_lod0_v001_scene.ma

Costume Data

For published costume output data files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_techrig_costume_<variant>_<lod>_<version>.<filetype>

For example:

EOT_character_yuki_techrig_costume_default_lod0_v001.ma

EOT_character_yuki_techrig_costume_damaged_lod0_v001.hip

Costume Viewables

For published costume viewable files (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_techrig_costume_<variant>_<lod>_<version>_<renderEnv>.<frameNumber>.<filetype>

For example:

EOT_character_yuki_techrig_costume_default_lod0_v001_studio.1001.jpg

EOT_character_yuki_techrig_costume_default_lod0_v001_studio.1002.jpg

EOT_character_yuki_techrig_costume_default_lod0_v001_studio.mov

Costume Feedback

For published costume viewable files (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_techrig_costume_<variant>_<lod>_<version>_<renderEnv>_feedback.<frameNumber>.<filetype>

For example:

EOT_character_yuki_techrig_costume_default_lod0_v001_studio_feedback.1001.jpg

EOT_character_yuki_techrig_costume_default_lod0_v001_studio_feedback.1002.jpg

EOT_character_yuki_techrig_costume_default_lod0_v001_studio_feedback.mov

Hair

Hair rigs will be used to simulate hair geometry and curves which will be driven by the animation performance.

Hair Data

For published hair scene files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_techrig_hair_<variant>_<lod>_<version>_scene_.<filetype>

For example:

EOT_character_yuki_techrig_hair_default_lod0_v001_scene.ma

Hair Data

For published hair data output files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_techrig_hair_<variant>_<lod>_<version>.<filetype>

For example:

EOT_character_yuki_techrig_hair_default_lod0_v001.ma

Hair Viewables

For published hair viewable files (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_techrig_hair_<variant>_<lod>_<version>_<renderEnv>.<frameNumber>.<filetype>

For example:

EOT_character_yuki_techrig_hair_default_lod0_v001_studio.1001.jpg

EOT_character_yuki_techrig_hair_default_lod0_v001_studio.1002.jpg

EOT_character_yuki_techrig_hair_default_lod0_v001_studio.mov

Hair Viewables

For published hair feedback files (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_techrig_hair_<variant>_<lod>_<version>_<renderEnv>_feedback.<frameNumber>.<filetype>

For example:

EOT_character_yuki_techrig_hair_default_lod0_v001_studio_feedback.1001.jpg

EOT_character_yuki_techrig_hair_default_lod0_v001_studio_feedback.1002.jpg

EOT_character_yuki_techrig_hair_default_lod0_v001_studio_feedback.mov

 

Muscle

Muscle rigs will be used to simulate muscle and skin deformation which will be driven by the animation performance.

Muscle Scene

For published tech rig muscle scene files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_techrig_muscle_<variant>_<lod>_<version>_scene.<filetype>

For example:

o_EOT_character_yuki_techrig_muscle_default_lod0_v001_scene.ma

Muscle Data

For published techrig muscle output files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_techrig_muscle_<variant>_<lod>_<version>.<filetype>

For example:

o_EOT_character_yuki_techrig_muscle_default_lod0_v001.ma

Muscle Viewables

For published tech rig muscle viewable files (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_techrig_muscle_<variant>_<lod>_<version>_<renderEnv>.<frameNumber>.<filetype>

For example:

EOT_character_yuki_techrig_muscle_default_lod0_v001_studio.1001.jpg

EOT_character_yuki_techrig_muscle_default_lod0_v001_studio.1002.jpg

EOT_character_yuki_techrig_muscle_default_lod0_v001_studio.mov

Muscle Feedback

For published tech rig muscle viewable files (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_techrig_muscle_<variant>_<lod>_<version>_<renderEnv>_feedback.<frameNumber>.<filetype>

For example:

EOT_character_yuki_techrig_muscle_default_lod0_v001_studio_feedback.1001.jpg

EOT_character_yuki_techrig_muscle_default_lod0_v001_studio_feedback.1002.jpg

EOT_character_yuki_techrig_muscle_default_lod0_v001_studio_feedback.mov

 


Asset USD

Asset USD data will pull all the contents of an asset together. This is broken down into Compounds and Packages. Compounds will pull in all the components for a specific variant (default, damaged, etc.) and Packages will pull in all the Compounds.

For more information on how we plan to use USD, check out this doc: USD Asset Package Proposal

USD Compound

As mentioned above, USD Compounds will pull in all the components for a specific variant (default, damaged, etc.). This will include pulling in all the variant LODs for models, shaders and rigs.

USD Compound Data

For published USD compound scene files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_usd_compound_<variant>_<version>_scene.usd

For example:

EOT_character_yuki_usd_compound_default_v001_scene.ma

USD Compound Data

For published USD compound output data files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_usd_compound_<variant>_<version>.usd

For example:

EOT_character_yuki_usd_compound_default_v001.usd

EOT_character_yuki_usd_compound_damaged_v001.usd

USD Compound Viewables

For published USD compound viewable files (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_usd_compound_<variant>_<version>_<renderEnv>.<frameNumber>.<filetype>

For example:

EOT_character_yuki_usd_compound_default_v001_studio.1001.jpg

EOT_character_yuki_usd_compound_default_v001_studio.1002.jpg

EOT_character_yuki_usd_compound_default_v001_studio.mov

USD Compound Feedback

For published USD compound feedback files (stills and movies), we’d like you to stick to the following naming convention:

<SHOW>_<assetType>_<assetName>_usd_compound_<variant>_<version>_<renderEnv>_feedback.<frameNumber>.<filetype>

For example:

EOT_character_yuki_usd_compound_default_v001_studio_feedback.1001.jpg

EOT_character_yuki_usd_compound_default_v001_studio_feedback.1002.jpg

EOT_character_yuki_usd_compound_default_v001_studio_feedback.mov

USD Package

USD Pacakges are the files we will be pushing into the shot pipeline. These files will pull in all the USD Component files allowing the artist to switch between different LODs, variants, models, rigs, etc. in a shot.

USD Package Scene

For published USD Package scene files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_usd_package_<version>_scene.<filetype>

For example:

EOT_character_yuki_usd_package_v001_scene.ma

USD Package Data

For published USD Package data files, we’d like you to stick to the following convention:

<SHOW>_<assetType>_<assetName>_usd_package_<version>.usd

For example:

EOT_character_yuki_usd_package_v001.usd

EOT_character_yuki_usd_package_v002.usd

USD Package Viewables

We will not require any visual viewables for USD Packages (or so I like to think). If we do, we’ll update this section 😉

USD Package Feedback

Any feedback will be given via comments between the supervision team. More info on this to come.

Support CAVE Academy

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