CG Animation Project Directory Structure and Naming Conventions
CG Directory Structure
Below is a breakdown of the project directory structure. This includes USD files, which we are gradually transitioning to. Currently, USD is used primarily for set building.
- assets/
- char/
- mod/
- rig
- tex/
- prop/
- mod/
- rig
- tex/
- set/
- SetName/
- mod/
- maya/
- usd/
- tex/
- maya/
- usd/
- layout/
- maya/
- usd/
- mod/
- SetName/
- char/
- shots/
- anim/
- fx/
- light/
- textures/
- farm/
- renders/
- comps/
Naming Conventions
assets/
(characters and props)
MODELING
-
modeling department: Maya files
[AssetName] / [AssetName]_mod_[ver]_[artist].ma
example:
mod/ Monkey/ Monkey_mod_v01_bsmith.ma
RIGGING
-
rigging department: Maya files
[AssetName] / [AssetName]_rig_[ver]_[artist].ma
example:
rig/ Monkey/ Monkey_rig_v01_jdoe.ma
LOOKDEV
-
lookdev department: Maya turntable files
maya / [AssetName] / [AssetName]_tex_TT_[ver]_[artist].ma
example:
tex/ maya/ Monkey/ Monkey_tex_TT_v01_kjones.ma
-
lookdev department: Maya published assets (note that the version of the published file should echo the corresponding turntable file)
maya / [AssetName] / [AssetName]_tex_[ver]_[artist].ma
example:
tex/ maya/ Monkey/ Monkey_tex_v01_kjones.ma
-
lookdev department: Substance Painter files
painter / [AssetName] / [AssetName]_[ver]_[artist].spp
example:
tex/ painter/ Monkey/ Monkey_v01_kjones.spp
set/
MODELING
-
modeling department: Maya files
[setName] / mod / Maya / [SetName]_MODEL_[ver]_[artist].ma
example:
shipCabin/ mod/ Maya/ shipCabin_MODEL_v01_bsmith.ma
-
modeling department: USD set file
[setName] / mod / USD / [SetName]_MODEL_[ver].usda
example:
shipCabin/ mod/ USD/ shipCabin_MODEL_v01.usda
-
modeling department: USD set element files
[setName] / mod / USD / elements / [elementName]_mod.usda (main asset file)
Note too that the corresponding payload and geometry files are automatically generated with our USD Geo Export tool. See the example below as well as this video.
example:
shipCabin/
mod/
USD/
v01/
desk_mod.usda
desk_mod.geom.usd
desk_mod_payload.usda
Elements do not have a version in the name and instead have a version folder. This makes it easier to replace them in a set hierarchy. The above example only shows one element (consisting of an asset, geom, and payload file), but all of the elements that comprise the set would be under the v01/ folder and so on for each subsequent version of the elements.
LOOKDEV
-
lookdev department: Maya files
[setName] / tex / Maya / [SetName]_LOOK_[ver]_[artist].ma
example:
shipCabin/ tex/ Maya/ shipCabin_LOOK_v01_bsmith.ma
-
lookdev department: Substance Painter set files
[setName] / tex / painter / [SetName]_[ver]_[artist].spp
example: ``` shipCabin/ tex/ painter/ shipCabin_v01_kjones.spp
-
lookdev department: USD look set file
[setName] / tex / USD / [SetName]_LOOK_[ver].usda
example:
shipCabin/ tex/ USD/ shipCabin_LOOK_v01.usda
-
lookdev department: USD set element files
[setName] / tex / USD / elements / [elementName]_tex.usda
example:
shipCabin/ tex/ USD/ v01/ desk_tex.usda
Elements do not have a version in the name and instead have a version folder. This makes it easier to replace them in a set hierarchy. The above example only shows one element, but all of the elements that comprise the set would be under the v01/ folder and so on for each subsequent version.
LAYOUT
-
layout department: Maya files
[setName] / layout / Maya / [SetName]_LAYOUT_[ver]_[artist].ma
example:
shipCabin/ layout/ Maya/ shipCabin_LAYOUT_v01_bsmith.ma
-
layout department: USD layout set file
[setName] / layout / USD / [SetName]_LAYOUT_[ver].usda
example:
shipCabin/ layout/ USD/ shipCabin_LAYOUT_v01.usda
GLOBAL ASSET: USD set files*
[setName] / SET_[setName]_[ver].usda
example:
shipCabin/
SET_shipCabin_v01.usda
shots/
anim/
-
animation department: Maya files
[ShotName] / [ShotName]_anim_[ver]_[artist].ma
example:
anim/ maya/ WB010/ WB010_anim_v01_jdoe.ma
-
animation department: Alembic caches
Alembic / [ShotName] / [ShotName]_[AssetName]_[ver]_[artist].abc
example:
anim/ cache/ WB010/ WB010_Monkey_v01_bsmith.abc
light/
-
lighting department: Maya files
maya / [ShotName] / [ShotName]_light_[ver]_[artist].ma
example:
light/ maya/ WB010/ WB010_light_v01_bsmith.ma
textures/
-
texture maps (map naming: dif, spc, bmp, nor, dsp, met, msk, lyr)
[AssetName] / [ShaderName]_[map]_[AssetName}_[ver]_[artist].[ext]
example:
textures/ Monkey/ teeth_dif_Monkey_v01_kjones.jpg
farm/
renders/
-
lighting department: rendered EXR sequence
[ShotName] / [ShotName]_light_[ver]_[artist].####.exr
example:
WB010/ WB010_light_v01_jdoe.0001.exr
comp/
-
lighting department: comp JPG sequence
[ShotName] / [ShotName]_comp_[ver]_[artist].####.jpg
example:
WB010/ WB010_comp_v01_jdoe.0001.exr
Lighting Shot Build Flow Chart
The following flow-chart shows the path that assets take in the construction of a lighting shot build.