Node Naming

Upper Transform Nodes

The upper transform nodes are added to the top of each element hierarchy for general organization, placement and orientation. Parented surfaces in rigged elements reside under the "_ROT" node, while skinned surfaces and other miscellaneous nodes reside under the "_ALL" node (often beneath a subsequent "_MISC" node).

(elem)_ALL

(elem)_ORT

(elem)_TRS

(elem)_ROT

(elem)_MISC

 


Node Naming Convention

(element)_(side)_(objectPart)_(type)

xxxx_X_(variableLength)_XXX

 

(element):

xxxx

The first four lower-case letters of the prefix refer to the element or character.  This segment is always present.

Elements:
 
shad
Shadow
tomy
Tommy
bark
Barkley
cafe
cafe
bdrm
bedroom

 

_(side):

_X

The capital letter after the underscore refers to the side of the object or part.  This segment can be dropped where irrelevant.

Sides:
 
L
left
R
right
C
center
F
front
B
back

Elements with multiple parts (legs, etc...) may use numerical indexing within their "objectPart" field (below).

 

_(objectPart):

_(variableLength)

A lower-case string segment of variable length, designating the object and any sub-portions.  If more than one word is employed, the words are distinguished with capital letters, Maya-style.  Numerical indexing may be inserted to distinguish multiples of the same name. This segment is always present, except for within the upper transform nodes.

Examples:
arm
chest
clavicle
foot
hand
head
leg
neck
spine
table
tableLeg
tableTop
chair1Leg1
chair1Leg2

 

_(type):

_XXX

Underscore, three capital letters. The final three letter extension is a general indication of the type of node in question.  This segment is always present. Shape nodes are generally allowed to receive Maya's default "Shape" appendage at the end of the geometry extension (ie. "_PLYShape", "_NRBShape"). Set nodes are likewise generally allowed to have the "Set" appendage added (ie. "_CLDSet").

Type:
 
BLD blendshape deformer
CLD
cluster deformer (incl. smooth bind & rigid bind cluster deformers)
CLH
cluster handle (incl. rigid bind cluster handles)
CLT cluster transform
CON
control/constraint
CRV
curve
EFF
end effector
EXP expression
FFD freeform deformer
FLX
flexor shape
GRP
group
HDL
IK handle
IOB
influence object
JNT
joint
LAB
lattice base (incl. lattice flexor bases)
LAD
lattice deformer (incl. lattice flexor deformers)
LAG
lattice group (incl. lattice flexor groups)
LOC
locator
LOW
low resolution polygon surface
NLD non-linear deformer
NLH non-linear deformer handle
NRB
NURBS surface
ORI
origin
PLY
polygon surface
SCD sculpt deformer (incl. sculpt flexor deformers)
SCO sculpt object (incl. sculpt flexor objects)
SCT
sculpt transform (incl. sculpt flexor transforms)
SUB
subdivision surface
UTL
utility node
WIB
wire base
WID
wire deformer
WIG
wire group

 


Node Naming Examples

shad_R_arm_PLY
Shadow's right arm polygon surface
shad_R_arm_NRB
Shadow's right arm NURBS surface
shad_R_arm_HDL
Shadow's right arm IK handle
shad_L_elbow_CON
Shadow's left elbow pole vector constraint
shad_L_hand_CON
Shadow's left hand point constraint
shad_belly_2_CLD
Shadows's second belly cluster deformer
shad_belly_2_CLH
Shadow's second belly cluster handle
shad_button2_2_CLD the second cluster deformer on Shadow's second button
shad_L_hip_JNT
Shadow's left hip joint
shad_R_leg_WID
Shadow's right leg wire deformer
shad_R_leg_WIB
Shadow's right leg wire base
shad_R_leg_WIG
Shadow's right leg wire group
cafe_F_wall_GRP
cafe front wall group
cafe_counter_GRP
cafe counter group
cafe_counterTop_PLY
cafe counter top polygon surface
bdrm_table1Leg1_PLY
bedroom table #1 leg #1 polygon surface
bdrm_table1Leg2_PLY
bedroom table #1 leg #2 polygon surface
barb_L_wall_PLY
barber shop left wall polygon surface
barb_L_wall_LOW
barber shop left wall low resolution polygon surface

 


Skin Node Renaming Example

For 1 surface and 2 selected joints:

    tomy_L_arm_PLY
    tomy_L_shoulder_JNT
    tomy_L_elbow_JNT

The default "Smooth Bind" operation produces:

    skinCluster1 (cluster node)
    skinCluster1Set  (set node)
    bindPose1  (bind pose node)

which can be named properly DURING smooth skin creation.  This command...

    skinCluster -tsb -ih -mi 3 -omi true -dr 4 -rui true -n tomy_L_arm_CLD;

...will produce:

    tomy_L_arm_CLD  (cluster node)
    tomy_L_arm_CLDSet  (set node)
    bindPose1  (bind pose node)

The default "Rigid Bind" operation produces:

    tomy_L_shoulder_JNTCluster1  (cluster node)
    bindSkinCluster1  (cluster handle node)
    tomy_L_shoulder_JNTSet1  (set node)
    tomy_L_elbow_JNTCluster1  (cluster node)
    bindSkinCluster2  (cluster handle node)
    tomy_L_elbow_JNTSet1  (set node)
    bindPose1  (bind pose node)

which must be named properly AFTER rigid skin creation, using our naming convention:

    rename tomy_L_shoulder_JNTCluster1 tomy_L_shoulder_CLD;  //cluster node
    rename bindSkinCluster1 tomy_L_shoulder_CLH;  //cluster handle node
    rename tomy_L_shoulder_JNTSet1 tomy_L_shoulder_CLDSet;  //set node
    rename tomy_L_elbow_JNTCluster1 tomy_L_elbow_CLD;  //cluster node
    rename bindSkinCluster2 tomy_L_elbow_CLH;  //cluster handle node
    rename tomy_L_elbow_JNTSet1 tomy_L_elbow_CLDSet;  //set node

This can be scripted for robustness & flexibility (esp. where finding and renaming the "bindSkinCluster" nodes is concerned).


Node Organization Example

cafe_ALL

cafe_ORT

cafe_TRS

cafe_ROT

cafe_F_wall_PLY

cafe_B_wall_PLY

cafe_table1_GRP

cafe_table1Leg1_PLY

cafe_table1Leg2_PLY

cafe_table2_GRP

cafe_table2Leg1_PLY

cafe_MISC

cafe_hires_model_dogTag

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