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# **Modeling** Conformation
###### tags: `Production` `Notice` `Modeling` `to-do`
[:red_circle: Link to the Conformation document](https://docs.google.com/spreadsheets/d/18WQUOIkTyP4Vy3m4r5nBAKtvqQb034T5l23Juze9j2M/edit?usp=sharing)
[:large_blue_circle: Link to Split Notice](/4kChai_uQdeWNU6By0u1yg)
[Doc Referent] https://docs.google.com/spreadsheets/d/1RZdqcVLTPa-yPDvMgupiS-d50zLOHl2vCobP3X4_CfY/edit?ts=5e8af30a#gid=0
---
:::info
1. - [ ] Open file in P:\SHOTGUN\Pirata2\assets\ *NameAsset* \Reference\ **publish**
> If the file is not in publish, you may look in the "work" folder.
:::
:::info
:::spoiler nomenclature
1. the **UpperCamelCase** is a tool in the shelf that transform all the NameObject with correct UpperCase letters.
- the **UpperCamelCase** always uses a **UpperCase** at the first letter of the Word
exemple : if you want to name a mesh (ex : pink skull desk) write **P**ink**S**kull**D**esk. The CamelCase will automatically change it the way it must be according to the process.
2. **PREFIX :** all meshes must start with a prefix
- C_ : Only for **symmetrical** meshes and at the **center of the world**
- L_ : Only for meshes at the **Left** of the **symmetrical** part and at the **center of the world**
- R_ : Only for meshes at the **Right** part of the **symmetrical** mesh, and at the **center of the world**
- U_ : for every other case

Prefix is determined as followed :

:warning: Do not use **PREFIX** for top node :warning:
3. **SUFFIX** : the suffix is the last information of your mesh
- In your outliner you can have groupe, mesh or top
- For a topnode use **_Top**
- For a mesh use **_Msh**
- For a group use **_Grp**

4. **GROUP** : When you have multiple meshes with the same name, you must regroup them in group :
- Always name the group with a padding of 2 : (01, 02, 03...)
- The mesh must have a same name of group
- Use a padding of 3: (001, 002, 003...) to name meshes with the same name (ex : Flower01_**001**, Flower01_**002** etc. These will be in the group "Flower01")

5. **CENTER PIVOT** :
- If your MDL is not at **center of the world**

- Replace its pivot and put it at the **center of the world**

:::danger
:warning: **don't freeze transform**

:::
:::info
:::spoiler supp all DAG
6. Open DAG with a **right click** on the outliner and select "Show DAG Only"

select and delete all

:::
:::info
:::spoiler Clean the hypershade
7. After cleaning DAG, you must see your MDL without shader
you can click on Ctrl+Shift+% to assign a default material

clean your hypershade

in your hypershade select all shadings Groupes and delete
:::
:::info
:::spoiler time line
8. change your time line maya to have your **range slider** in **25 fps** and your **time range** between 1 and 100
:::
9. - [ ] Once all of these tasks are done, delete history.
- - to do so, select all your mesh and groups in the Outliner
- - Edit > Delete by type > History
10. - [ ] Save scene as...
- - Use the correct naming : AssetName_Default_MDL.v001
- - "Default" means it is the first asset, it is not a variation.
- - **Make sure you are saving your scene as a .ma and not .mb**
:::success
Save the scene under : **P:\SHOTGUN\Pirata2\assets\ELT\NameAsset\MDL\work\maya**
:::
### ASSEMBLY
:::danger
Assets have been renamed since second migration. Please note that there is no longer "ELTS_" in the naming.
Nomenclature is now : AssetName_VariationName_step_additionalInfosIfNeeded.v###.ma"
ex : **BiscuitTray01_Base_STG.v001.ma**
:::
1- Open file from **P:\SHOTGUN\Pirata2\assets\NameAsset\Reference\Publish** and apply the exact same process as for ELTS.
---
2- When saving the file, please use the new Naming of **list n°2 of SG_Listing sheet.**
There is noted the corresponding names from the old migration to the new one.
---
3 - File saving location :
The location will depend on the nature of the asset.
If MDL folder doesn't exist, you should find a STG (=stage) folder to save your file in.
**<center> :warning: If you save the file in STG folder, make sure to rename the file with "STG" and not "MDL" in the step part of the name.
ex : BiscuitTray01_Base_STG.v001.ma </center>**
Location of the new file should be in : **P:\SHOTGUN\Pirata2\assets\NameAsset01_Base\MDL or STG or else\work\maya**