Rigging Guideline

naming-convention-guide

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In rigging and animation pipelines, consistent naming conventions go beyond simple agreements — they are a core factor that determines the stability of a project.

1. The Importance of Naming Rules

Adherence to project-specific rules is essential for automation systems and efficient collaboration. For example, if the engine team builds a system based on a Root bone but receives data with arbitrary names like root or world, it can cause significant disruption to the entire pipeline.

2. Basic Components of Naming

  • Prefix: Placed at the beginning of a name to define the nature of the object (Control, Skin, etc.).
  • Suffix: Placed at the end of a name to indicate direction (L, R) or state.

3. Major Naming Cases

Choose the appropriate convention based on the nature of the project.

  • Pascal Case: RootNode (capitalize the first letter of each word)
  • Snake Case: root_node (connect words with an underscore _)
  • Camel Case: rootNode (first word in lowercase, subsequent words capitalized)

4. Understanding and Analyzing the 3ds Max Biped Structure

If you look closely at 3ds Max's standard Biped (Bip001 L Foot), you can discover an important rule.

"Aha! 3ds Max basically uses Pascal Case and uses a space (' ') to separate words!"

A skilled artist should be able to infer rules like {Type} {Direction} {Part} from existing data. Even when joining a new project, you need the flexibility to respect and work within the existing workflow.

5. Practical Recommendation: Avoid Spaces, Use Underscores (_)

While existing Biped data often includes spaces, modern pipelines strongly recommend using underscores (_).

  • Reason: Spaces cause compatibility issues with Maya, character substitution errors when migrating to engines, and are a major cause of syntax errors when running scripts.
  • Solution: Keep the names of existing Biped bones as-is, but for additional setups (Controls, etc.), use underscores clearly, like Ctrl_L_Prop1.

💡 Conclusion: The Gold Standard for 3ds Max Rigging Naming

In the 3ds Max rigging environment, use Biped as your base — it's the most widely used standard.

  1. Basic Grammar: Use Pascal Case as a foundation, but use underscores (_) instead of spaces between words to prevent errors.
  2. Biped Bones: Keep the bone names of the existing Biped system as-is, as they are the standard.
  3. Extended Nodes: It's best to give added controllers or auxiliary bones a sense of unity with Biped's part names.

📌 Frequently Used Naming List

Here is a list of names commonly used in production for your team's reference.

Prefix (Type List)

  • Ctrl_: Controller elements that animators actually key
  • Off_: The parent Offset group of a controller (for modification and management)
  • Skin_: Actual bones assigned as skin nodes to a mesh
  • Pt_: Points, auxiliary nodes mainly used within the rigging system

Middle (Direction and Position)

  • L / R: Left / Right
  • C / M: Center / Middle — can usually be omitted.

Suffix (Part Names)

It is best to unify part names with Biped's naming as much as possible.
- Recommended Example: Ctrl_L_Calf (O) / Ctrl_L_Knee (X)
- Reason: Even for the knee area, if the actual Biped bone name is Bip001 L Calf, it is more efficient to base the name on Calf to reduce confusion.
- Key Names: Thigh, Calf, Foot, Spine, Neck, Clavicle, etc.
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