Element Names

 
 
 

All elements have a name. For example, if you choose Get Primitive Polygon Mesh Sphere, the new sphere is called sphere by default, but you can rename it if you want.

Element names appear as labels on nodes in the explorer and schematic views. They are used to identify elements in scripting commands, as well as to select element by typing in the boxes on the Select panel.

Valid Names

Softimage restricts the valid characters in element names to a–z, A–Z, 0–9, the hyphen (-), and the underscore (_) to keep them variable-safe for scripting. Invalid characters are automatically converted to underscores. In addition, element names cannot start with a digit; Softimage automatically adds an underscore at the beginning.

Note

Although the hyphen is a legal character in Softimage element names, there are some issues with using it. Names with hyphens cannot be used in expressions because the hyphen is used to represent the subtraction operator. In addition, you cannot use shortcut notation in scripts. For example, the following line does not work:

LogMessage myObj.my-param

Instead, you must use the long form:

LogMessage myObj.Parameters("my-param").value

Namespaces and Unique Names

Namespaces define the scope in which an element name is unique. Names must be unique within the appropriate namespace in order to specify an element unambiguously.

No two elements can have the same name if they are in the same namespace. For example, if there is already an object named sphere under the scene root and you get a second sphere, it is automatically named sphere1 to keep the names different.

Different types of elements have different namespaces:

  • The scene is the namespace for models. All models within a scene must have unique names, even if one model is nested in the hierarchy of another model.

    The scene is also the namespace for passes and layers, as well as image sources and clips.

  • The model is the namespace for objects. Two separate models, Fluffy and Sparky, can each have an object called LeftPaw. However, a single model cannot have two objects called LeftPaw. The combination of model name and object name uniquely identifies an object in a scene, for example, Fluffy.LeftPaw or Sparky.LeftPaw.

    The model is also the namespace for groups, as well as action, shape, and audio sources and clips.

    Objects and groups that are not in any other model are in the namespace of the scene root model.

  • The object is the namespace for clusters, custom parameters sets, and weight maps. For example, two objects called LeftPaw and RightPaw can each have a custom parameter set called KineControls.

  • The custom parameter set is the namespace for custom parameters. Parameter names must be unique within a given set, but two sets can each have parameters with the same name.

  • The pass is the namespace for partitions. For example, two different passes can each have a partition called Background_Objects_Partition.

Renaming Elements

You can rename certain types of elements in your scene. These types include:

  • Objects, including geometric objects, control objects, lights, cameras, and so on.

  • Models.

  • Passes.

  • Groups, layers, and partitions.

  • Clusters.

  • Weight maps.

  • Custom parameter sets. Note that to rename a custom parameter, you must edit its definition — see Editing Custom Parameter Definitions [Customization].

  • Sources and clips. However, be aware that if you rename a source, any clips based on that source are automatically renamed as well.

  • Materials and shaders.

  • ICE trees.

You cannot rename other types of elements. such as operators and constraints.

To rename an element

Do one of the following:

  • You can rename elements in an explorer. See Renaming Scene Elements in the Explorer [Interface and Tools].

    or

  • For objects and other elements that have a Name parameter in their general properties, select the element and press Enter. Its general properties open in an editor where you can change the Name parameter.

    or

  • In a 3D view, Alt+right-click (Ctrl+Alt+right-click on Linux) on an object and choose Rename. Its general properties opens in an editor, where you can change the Name parameter.

If the new name is not unique in its namespace, a number is appended automatically.

NoteSome elements are referenced by name by other elements in the scene. When you rename these elements, a dialog box opens that allows you to update references.

Viewing Object Names in 3D Views

You can display object names in the 3D views. Object names appear to the right of the object's center.

To display or hide the names of selected objects in 3D views