View Full Version : Do you name every single one of your objects?
Shinova 12-28-2003, 05:35 AM Let's say your building a vehicle or something in XSI. Do you label every single part or do you not and just label the whole thing as a group, a parented something, etc?
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Iysun
12-28-2003, 07:05 AM
i do, because its much easir to brows through your explorer and know what you look at, especialy when your scens have tons of seperate meshes
one thing thats cool about xsi incase you dont know, is say you have a bunch of bolts for your car, you can select them all, push enter and name them bolt or whatever, and it will automaticaly incriment there names, like bolt1, bolt2 ect, but yah its a good habbit to get into namign everything, it will make things myuch easier.
tachy0n
12-28-2003, 08:32 AM
I agree with AnotherHell... usually it's a good idea to name everything, or at least all the major parts. This also helps in selection. eg like the bolt example once you have named them bolt1,bolt2 etc, you can easily select all of them by typing bolt* in the selection toolbar.
Atyss
12-28-2003, 05:07 PM
I believe that in a production environment, naming is a must. On top of the reasons mentioned by AnotherHell and tachy0n, you have to take into consideration that you probably won't be the only one working on the scene. Rigor in naming of objects will not only help you but the others that need to retrieve things in the scene.
Also, this extends not only to objects, but also to applied properties, materials (though not all nodes of a material), custom parameter sets and custom parameters, all the files you can save (presets, scripts and such), and so on. If everything is properly named,your co-workers will love you.
Cheers
Bernard
Shinova
12-28-2003, 11:19 PM
I asked this because I was building a futuristic bike and was often finding myself stumped at what to name a certain component or so.
Or what if an object ends up having hundreds of component objects.
Should I just name them generally like "generic_bolt1" through "generic_bolt32" or something like that?
Iysun
12-28-2003, 11:53 PM
i usley name my stuff with modelname_objectname, like if it was a bike, anythign that belongs to the bike would be bike_bolt, bike_tire, bike_frame, and so on
foxco
01-02-2004, 01:56 PM
it is understandable that it seems pointless to name 300 different objects, but the more objects you have, it is better to do so, therefore you wont get lost, but another good way to organize if you dont want to name EVERYTHING, just make sure you have really really good hierarchies,< those count the most in modeling
Cheers :::Fox:thumbsup:
Anthony11
01-02-2004, 03:04 PM
YES NAME EVERYTHING
rotaryman
01-03-2004, 12:42 AM
as what Atyss says, in a production environment naming is crucial, and I can vouch for that. Where I work its crucial that everything is named, not for the modelers convienence but for other people like your TD's that have to rig the model later on in the pipeline. Where we work, most of our models are nurbs patches and we unfortunately use Maya. If you ever patched modeled in maya before, then you would know how fubared maya likes to name its geometry.
for naming conventions, its usually good to indicate wether its a left or right usually side object, the name of the object, and a enumerated padding if you are naming several elements that make one object. lastly if you have a model that is built with several different elements like bones, geometry, curves, and so forth, its good to tag that as well, so if the TD needs to run a script that only selects the joints in the left arm, he can write a script that uses the naming convention to make is selections quick and painless.
so something like L_Arm-0001_jnt would be a good naming convention.
Plus if your looking to become a modeler in the industry, its a big plus because it shows you have good work habits.
Just my two cents
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