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
.Land.Ras 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)

Character (.CHR)

Material (.MTL)

Geometry Nodes (.GTN)

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.