[:arrow_left:Pirata Dashboard](/WQum2tYYSXGaBjnU2wMxzQ) [:arrow_left:Modeling Dashboard](/HBtOe6opROO2deKL9wqT7w) # **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 ![](https://i.imgur.com/Ig2vkHr.jpg) Prefix is determined as followed : ![](https://i.imgur.com/WuNlma3.jpg) :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** ![](https://i.imgur.com/8n79K6u.jpg) 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") ![](https://i.imgur.com/aVpIJCX.jpg) 5. **CENTER PIVOT** : - If your MDL is not at **center of the world** ![](https://i.imgur.com/jaDxrOC.jpg) - Replace its pivot and put it at the **center of the world** ![](https://i.imgur.com/KSM2prF.jpg) :::danger :warning: **don't freeze transform** ![](https://i.imgur.com/icukbFo.jpg) ::: :::info :::spoiler supp all DAG 6. Open DAG with a **right click** on the outliner and select "Show DAG Only" ![](https://i.imgur.com/uGBePcA.jpg) select and delete all ![](https://i.imgur.com/TGNKht2.jpg) ::: :::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 ![](https://i.imgur.com/H0JuU5M.jpg) clean your hypershade ![](https://i.imgur.com/konEWHW.jpg) 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**