Naming Convention

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Enforced from Week 1. Graded on every submission.


Side prefix

L_ and R_, uppercase. Center objects take no prefix.

L_shoulder_bnd
R_shoulder_bnd
spine_01_bnd

The prefix is what Maya's Mirror Joints search-and-replace uses, and what Mirror Skin
Weights
falls back on when matching influences. It is also what the provided rename scripts
expect.


The suffix declares the role

This is the part that does real work.

Suffix Role In the bind?
_bnd Deformation joint. Carries skin weights. Yes
_tip Terminal joint at the end of a chain — finger tips, toe tips. Exists to orient the last real joint and define its bone length. No
_plc / _grp Placement joint or group. Positions or attaches something — an eye pivot, a prop socket, the hand joint. No
_ctrl Control curve. The things an animator selects and keys. —

Why this matters

In Week 5 you bind your mesh to a specific list of joints, not to the whole hierarchy. That
list is exactly your _bnd joints, and you select it by filtering on the suffix.

Every joint that shouldn't deform your mesh but ends up in the bind is:

A joint named wrong is a joint bound wrong.


Structure

[side_]  [bodyPart]  [_index]  _suffix
root_jnt
spine_01_bnd
spine_02_bnd
L_clavicle_bnd
L_shoulder_bnd
L_forearmTwist_01_bnd
L_hand_plc
L_index_01_bnd
L_index_tip
L_eye_grp
L_hand_ctrl
COG_ctrl

Groups and files

Asset groups are fixed and are not renamed:

MSR
├── Geometry
├── Joints
└── Controls

Zero groups take the control's name plus _grp:

L_hand_ctrl_grp
    └── L_hand_ctrl

Files:

char_<characterName>_rig_v01.ma
prop_<propName>_rig_v01.ma
Sequence_010_Shot_020.ma

Increment the version. Never overwrite a working file.


Common mistakes


See also: Rig Spec Checklist · Engine Legality Checklist · Vocabulary