LEGAL: [ a-z ], [ A-Z ], [ 0-9 ], [ . ], [ _ ], [ - ]
ILLEGAL: spaces or any other symbols/characters.
Lower Camel Case has no spaces between words. The first word is all lowercase, all following word’s first letters are uppercase
Example: unity duty destiny = unityDutyDestiny
Example: Love is Canon = loveIsCanon
Show Code & Espisode / Part #
The three letter abbreviation for the show the shot is for, followed by the Episode / Part #
Examples
BFP201 Battle for Power, Episode 2 Part 1
Sequence #
The shorthand for Sequence "SQ" followed by the Sequence number.
Examples
SQ05 Sequence 5
Shot #
The shorthand for Shot "SH" followed by the Shot number. Shots Labeled as "00" are Multi-Shots for the full Sequence.
Examples
SH03 Shot 3
SH00 All Shots for a Sequence
Task Code
The name for the task being done for the shot, matched to the Kitsu assignment.
Use one of the following codes, with the exact naming, do not make your own.
Shot Task Codes
smPrevis Stop Motion Previs / Pop Thru
smAnim Stop Motion Animation
rotoKeyIngest Ingest RotoKey
rotoKeyPrimary Primary RotoKey
rotoKeyUtility Utility RotoKey
cgPrevis CG Previs
cgLayout CG Layout
cgAnim CG Animation
cgFX CG FX
cgLight CG Lighting
mattePaint Matte Painting
comp Compositing
Layer Name & Layer # - Appended Variant Name
Layer Name
Layer Names are used to distinguish different layers and elements used in a shot.
Use one of the following codes depending on your task
Projects Files ( software save files for all tasks )
project default name
smAnim / smPop
[ create a custom layer name if needed, but default to these first ]
plate default name
foregroundPlate if shooting foreground elements separately
backgroundPlate if shooting background elements separately
cleanPlate image(s) of set without any puppets
ingestRotoKey / primaryRotoKey / utilityRotoKey
[ copy layer name from smAnim ]
cgPrevis / cgLayout / cgAnim / cgFX
[ create a custom layer name based on the element, or default to this for full scenes otherwise ]
masterCG file publishes or image(s) previews containing all elements
cgLight
[ create a custom layer name for element(s) as needed, but default to these names for these types of layers ]
masterCG image(s) containing all render layers
foregroundCG foreground CG element render layer
backgroundCG background CG element render layer
panoCG panoramic flat "HDRI" 360 or mattePainting rendered out separately
plateCG smAnim plates that were cropped / billboard / otherwise adjusted in the CG cam from the original
(export out a separate render layer for each adjusted plate, including their utility variants)
[ copy layer name from smAnim with "CG" appended to the end ]
comp
[ create a custom layer name for element(s) as needed, but default to these names for these types of layers ]
masterComp image(s) containing all render layers
Layer #
Layer Numbers differentiate layers that might have multiple copies with the same name, such as having multiple plate layers in a scene.
Always add a layer number starting at 01 (except for project file software saves)
NOTE: This is not for versioning, if you need to upload a new version of a shot (such as a reshoot) update the Version Number
Examples
Good: 01 , 06
Bad: 00 , 1 , 0
Appended Variant Name
Append a Variant Name on ALL Asset Names
Multiple Variant Names can be appended if needed
Variant Names do NOT have Numbers assigned after them like Layers do
Pick ONE of the following Variants
main ( default name for "on screen" layers )
utility ( any second hand passes generated, non AOVs, such as stop motion relight passes )
For the "Utility" variant, Append an additional variant with it's specific Utility Pass
reLiteNRM ( smAnim re light pass )
reLiteCOL ( smAnim re light pass )
reLiteDepth ( smAnim re light pass )
reLiteRoughness ( smAnim re light pass )
reLiteSpecular ( smAnim re light pass )
reLiteOcclusion ( smAnim re light pass )
shadow ( Layers that capture only the shadows, useful for compositing shadows onto different surfaces )
beauty ( Layers that capture only the shadows, useful for compositing shadows onto different surfaces )
matte ( Layers used for holdouts or masks, often to separate elements for compositing )
Append any of the following Variants as needed
preview ( indented to be shown to supervisors, not for final )
temp ( not intended to be shown to anyone, not for final )
24fps ( plate image sequences converted to 24fps standard )
flipbook ( for cgFX that has been converted to a card image sequence )
lowRes ( lower resolution version of a shot for working purposes, lower than 1920 standard )
highRes ( upscaled or adjusted to be a higher resolution version of a shot )
Example: plate01-main = the default name in most cases for footage by smAnim
Version #
Always include a version number, starting from v001 . Each new publish or work file increases the version ( e.g., v001 → v002 ). Do not overwrite older versions.
Examples
Good: v001 , v012 , v635
Bad: final , new
Frame #
If you are working with image sequences, use this, otherwise do not include it and start all exports at frame 1001
Always include 4 digits of padding unless more are needed, and separate it on both ends with a period . not a underscore
Examples
Good: 1001 , 1324 , 31203
Bad: 0001 , 0000 , 015 , 1
Extension
Use a file type approved for the task
Refer to the File Types & Technical Specs page for exact information
Show Code
The three letter abbreviation for the show the asset is for.
Examples
BFP Battle for Power
Task Code
The name for the task being done for the asset, matched to the Kitsu assignment.
Use one of the following codes, with the exact naming, do not make your own.
Asset Task Codes
conceptArt Preview render or images, numbered starting at 01 for multiple images per ver.
mocModel Lego Studio App Models.
cgAsset CG Modeling, Shading, Rigging, and FX work.
cgTexture CG Texture files to be used in a cgAsset (lives in cgAsset folder).
cgAnim CG Animations that are not tied to a shot, such as animation tests for a cgAsset.
Asset Name - Variant
Asset Name
The unique descriptive name given to an asset. All asset names use Camel Case and are set by the project.
Characters and Creatures will have their "Race" listed first, followed by their known Name.
Environment pieces will have their Location listed first, followed by their known Name.
master is used for larger environments that link other sub environment assets.
Examples
Good: matoranKirop , kardaNuiCodrexExterior , visorakBoggarak , kardaNuiCodrexSwampMaster
Bad: tahu , rock , building
Variant Name
Variants are appended words that go after the Asset Name. They are separated by a hyphen " - "
There are two types of variants, a single look variant (set by the project) and any number of additional technical variants (that can be adjusted by the artist).
The first variant listed will always be a single look variant, ( -main , -damaged , -pilot ) and will always be included, with -main as the default.
After the look variant, the artist can add multiple technical variants as necessary (e.g., lowRes , preview01 , turnTable01 )
Possible Technical Variants
preview01 Preview single image render, numbered starting at 01 for multiple images per ver.
turnTable01 360-degree turntable preview, numbered starting at 01 for multiple images per ver.
LOD1 , LOD2 Levels of detail for varying distances in the render.
low , high Lower or Higher resolution version of a mesh, often for distant shot distances.
proxy CG very simplified version for ease of use in DCC, not to be seen in renders.
collision Simplified mesh for physics or collision detection.
flipbook CG effects converted into image sequences.
cache CG cached simulations.
Examples
Good: toaNuvaTahu-main , makutaTeridax-damaged-highRes , matoranKirop-shadow-turnTable01
Bad: toaNuvaTahu-main-damaged (Don’t add multiple looks like "main" and "damaged", they are different looks.)
Version Number
Always include a version number, starting from v001 . Each new publish or work file increases the version ( e.g., v001 → v002 ). Do not overwrite older versions.
Examples
Good: v001 , v012 , v635
Bad: final , new
Frame Number
Use a frame number when working with image sequences, starting at 1001, with a padding of 4 digits.
Examples
Good: 1001
Bad: 0001
Extension
Use the correct file type for the task (refer to the technical specs page for details).
Show Code
The three letter abbreviation for the show the asset is for.
Examples
BFP Battle for Power
Task Code
Only use the Task Code cgTexture
Asset Name - Appended Variant Name
Copy the name of the Asset the Textures are for
Shader Name
If a asset had multiple shaders, put in the name of the shader
Use "default" if the asset only has one shader
Map Type
Common Exported Maps
Most common maps to use in a Shader, name them according to the chat below
For Masks, add a name for the mask for its function, such as MSK-torsoArmsLegs for a mask that helps separate those parts
COL ( Base Color / Diffuse / Albedo ) [ 8 bit sRGB ]
EMI ( Emissive ) [ 8 bit sRGB ]
SSS ( Sub Surface Scatter ) [ 8 bit sRGB ]
A ( Alpha ) [ 8 bit Linear ]
OPA ( Opacity ) [ 8 bit Linear ]
MTL ( Metalness ) [ 8 bit Linear ]
ROU ( Specular Roughness ) [ 8 bit Linear ]
NRM ( Normal Map ) [ OpenGL, 16 bit Half-Float ]
BMP ( Bump Map ) [ 8 bit Linear / 16 bit Linear ]
DSP ( Displacement ) [ 16 bit Half-Float / 32 bit Float ]
MSK-name ( Mask, append mask name ) [ 8 bit Linear ]
Not Commonly Used In Shader
SPC ( Specular Color ) [ 8 bit sRGB ]
AO ( Ambient Occlusion ) [ 8 bit Linear ]
CAV ( Cavity Map ) [ 8 bit Linear / 16 bit Linear ]
HEI ( Height Map ) [ 16 bit Half-Float / 32 bit Float ]
Version Number
Always include a version number, starting from v001 . Each new publish or work file increases the version ( e.g., v001 → v002 ). Do not overwrite older versions.
Examples
Good: v001 , v012 , v635
Bad: final , new
UDIM / Texture Sequence
If using UDIMs or Texture Sequences, put that number here, otherwise do not add this portion
Extension
Use a file type approved for the task
Refer to the File Types & Technical Specs page for exact information
Show Code
The three letter abbreviation for the show the asset is for.
Examples
BFP Battle for Power
Task Code
Only use the Task Code cgTexture
Asset Name - Appended Variant Name
Copy the name of the Asset the Textures are for
Shader Name
If a asset had multiple shaders, put in the name of the shader
Use "default" if the asset only has one shader
Map Type
Common Exported Maps
Most common maps to use in a Shader, name them according to the chat below
For Masks, add a name for the mask for its function, such as MSK-torsoArmsLegs for a mask that helps separate those parts
COL ( Base Color / Diffuse ) [ 8 bit sRGB ]
EMI ( Emissive ) [ 8 bit sRGB ]
SSS ( Sub Surface Scatter ) [ 8 bit sRGB ]
A ( Alpha ) [ 8 bit Linear ]
OPA ( Opacity ) [ 8 bit Linear ]
MTL ( Metalness ) [ 8 bit Linear ]
ROU ( Specular Roughness ) [ 8 bit Linear ]
NRM ( Normal Map ) [ OpenGL, 16 bit Half-Float ]
BMP ( Bump Map ) [ 8 bit Linear / 16 bit Linear ]
DSP ( Displacement ) [ 16 bit Half-Float / 32 bit Float ]
MSK-name ( Mask, append mask name ) [ 8 bit Linear ]
Not Commonly Used In Shader
SPC ( Specular Color ) [ 8 bit sRGB ]
AO ( Ambient Occlusion ) [ 8 bit Linear ]
CAV ( Cavity Map ) [ 8 bit Linear / 16 bit Linear ]
HEI ( Height Map ) [ 16 bit Half-Float / 32 bit Float ]
Version Number
Always include a version number, starting from v001 . Each new publish or work file increases the version ( e.g., v001 → v002 ). Do not overwrite older versions.
Examples
Good: v001 , v012 , v635
Bad: final , new
UDIM / Texture Sequence
If using UDIMs or Texture Sequences, put that number here, otherwise do not add this portion
Extension
Use a file type approved for the task
Refer to the File Types & Technical Specs page for exact information
Show Code & Episode #
3 character abbreviation for the project name
Match the three digit Episode # of the top folder
Default the last two digits to "01" if the show is not separated into parts
Set the last two digits to "00" if the show is separated into parts, and you are combining all parts into one edit
Example: BFP101 = Battle for Power, Episode 1, first part
Example: BFP300 = Battle for Power, Episode 3, all parts
VideoType - CutType
Video Type
Chose one of the codes below, do not make up your own name
show ( editing for a specific show like BFP )
promo ( making any promotional video for a show or the orginization as a whole )
demo ( making a demo or tutorial )
Cut Type
Chose one of the codes below, do not make up your own name
master ( intended for final viewing by an audience, with all elements finalized )
rough ( a rough assembly of footage using whatever is available as it comes in )
animatic ( assembly and timing of storyboards )
Video Title - Appended Timeline
Video Title
Title of the Episode (not of the series) or a description of the video
Example: rise = BFP 201's title
Example: websiteDocs = name for a demo video
Appended Timeline
Add an Appended Timeline ONLY if you need to distinguish Rendered cuts that have multiple timelines.
Most edits will not need to add this as they only have one timeline
Do not include in the working project file name ( DaVinci Resolve Project Name, etc )
Example: pCloudDrive = name for a demo video timeline in a websiteDocs video that covers pCloudDrive
Example: vertical = name for a promo timeline that is vertical
preview01???
Tech Spec Code
Code for the type of deliverable Technical Spec being used for the Render
Chose one of the codes below, do not make up your own name
Do not include in the working project file name ( DaVinci Resolve Project Name, etc )
archive ( lossless quality, not intended for distribution )
high ( high quality render, final render quality )
low ( low quality render, for review use )
Version #
Always include a version number, starting from v001 . Each new publish or work file increases the version ( e.g., v001 → v002 ). Do not overwrite older versions.
Examples
Good: v001 , v012 , v635
Bad: final , original
Extension
Use a file type approved for the task
Refer to the File Types & Technical Specs page for exact information