Blender Naming Conventions

Outline


This document outlines the internal naming conventions for all data blocks within a Blender file for the KURE production.

For project-level file and folder structure, please refer to the main File Naming Conventions document.

General Rules

  • Clarity: Names should be descriptive and concise, clearly identifying the data block’s purpose (e.g., anton.body.GEO, anton.eye.L.MTL).
  • Structure: Names are built from descriptive components separated by dots (.).
  • Suffixes: Every data block name must end with a three-letter, capitalized suffix to identify its type (e.g., .GEO, .MTL).
  • Numbering: For duplicate names, Blender will automatically append a numeric suffix (e.g., .001, .002). This is the standard practice.
  • Symmetry: Use .L and .R as the final components before the suffix to distinguish between the left and right sides of a symmetrical asset (e.g., character.arm.L.GEO, character.arm.R.GEO).

Data Type Naming

The following table defines the standard suffixes used for naming data blocks within Blender.

Data Type Suffix Description
Collection .CLN A group for organizing objects in the Outliner.
Mesh .GEO Any polygon mesh object.
Curve .CRV Any curve object (e.g., for hair guides, paths).
Material .MTL Any material.
Armature .ARM The primary armature object containing the skeleton.
Rig .RIG Armature, Model and rig controls.
Set .SET A collection containing elements of an environment or set.
Character .CHR A collection containing all parts of a character.
Prop .PRP A collection containing all parts of a prop.
Empty .EMP An empty object used as a helper, locator, or control.
Light .LHT Any light source.
Camera .CAM Any camera object.
World .WLD World settings and environment lighting.
Geometry Nodes .GTN A Geometry Nodes modifier or node group.
Node Group .NGP A generic node group (e.g., in the Shader Editor).
Effects .EFX Special effects like particle systems or volumes.
Utility .UTL Helper objects not intended for final render.

Example

Here is a practical example of how these naming conventions are applied to a character rig collection.

Geometry (.GEO)

An example of a geometry collection hierarchy.

Character (.CHR)

An example of a character rig collection hierarchy.

Material (.MTL)

An example of a material collection hierarchy.

Geometry Nodes (.GTN)

An example of a geometry nodes collection hierarchy.


This document provides a foundational guide. As the production evolves, these conventions can be adapted. Consistent application is the key to a smooth and organized workflow.