Rigging Guideline / Getting Started

3ds Max Naming Conventions - How to Name Rigging Objects

📋 Rigging Naming Convention Guidelines

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

1. Importance of Naming Conventions

Adhering to project-specific rules is essential for automation and efficient collaboration. For example, if the engine team has built their system around a bone named Root, but data comes in with arbitrary names like root or world, it can cause major disruptions across the entire pipeline.

2. Basic Components of Naming

  • Prefix: Placed before the name to define the object's role (Control, Skin, etc.).
  • Suffix: Placed after the name to indicate direction (L, R) or state.

3. Common Naming Cases

Choose the appropriate naming case based on the nature of your project.

  • Pascal Case: RootNode (capitalize the first letter of each word)
  • Snake Case: root_node (words separated by underscores _)
  • Camel Case: rootNode (first word lowercase, subsequent words capitalized)

4. Understanding and Analyzing 3ds Max Biped Structure

If we closely examine the standard 3ds Max Biped naming (e.g., Bip001 L Foot), we can discover important naming rules.

"Aha! 3ds Max fundamentally uses Pascal Case, and separates words with spaces (" ")!"

An experienced artist should be able to deduce the {Type} {Direction} {Body Part} naming convention by examining existing data. Even when joining a new project, you need the flexibility to respect and follow these established patterns.

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

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

  • Reason: Spaces are a major cause of Maya compatibility issues, special character substitution errors when transferring to game engines, and syntax errors during script execution.
  • Solution: Keep the existing Biped bone names as they are, but for additional setups (Controls, etc.), use underscores clearly, e.g., Ctrl_L_Prop1.

💡 Conclusion: The Standard for 3ds Max Rigging Naming

In the 3ds Max rigging environment, simply base your naming on the widely-used Biped conventions.

  1. Basic syntax: Use Pascal Case as the base, but separate words with underscores (_) instead of spaces to prevent errors.
  2. Biped Bones: Keep the original Biped system bone names as they are, since they are standard.
  3. Extension nodes: Additional controllers or auxiliary bones should maintain consistency with the Biped body part naming.

📌 Commonly Used Naming List

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

Prefix (Type List)

  • Ctrl_: Controller elements that animators directly key
  • Off_: Parent Offset group for controllers (for adjustment and management)
  • Skin_: Actual bones assigned as Skin nodes to meshes
  • Pt_: Points, auxiliary nodes primarily used within the rigging system

Middle (Direction and Position)

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

Suffix (Body Part Names)

It is best to align body part names with the Biped naming conventions 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, naming based on Calf is more efficient to reduce confusion.
  • Key names: Thigh, Calf, Foot, Spine, Neck, Clavicle, etc.

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