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CANNONBALL VFX WIKI

Welcome to the Cannonball VFX Wiki! This resource serves as a comprehensive guide to all things related to Cannonball VFX, providing essential information and onboarding materials for new members. Here, you'll find valuable insights about our processes, tools, and creative techniques that drive our innovative visual effects work. Whether you're a seasoned professional or just starting your journey us, this wiki is designed to equip you with the knowledge you need to succeed in our dynamic environment.

General Naming Conventions

Directory Structure & Naming Conventions
 

Cannonball VFX follows a standardized directory structure and file naming convention across all departments to maintain consistency, improve collaboration, and ensure projects remain organized throughout production.

In most cases, project folders, shot directories, and template files will be generated automatically through the studio pipeline tools. However, there may be situations where artists need to manually create, duplicate, rename, or version scripts, scene files, caches, renders, or dailies. In those cases, it is important that all files follow the studio naming standards outlined below.

A clean and consistent naming structure helps:

* Prevent version confusion
* Simplify shot tracking across departments
* Ensure compatibility with pipeline automation tools
* Maintain organized deliveries and archives
* Improve handoffs between artists and departments



General Naming Convention
 

The standard naming structure used across the studio is:

**ShotNumber_DepartmentOrAssetType_VersionNumber.Extension**



Example:

150_comp_v001.nk`


Breakdown:

150 → Shot Number
comp → Department / Asset Type
v001 → Version Number
.nk→ File Extension

Versioning Standards
 

All work files, publishes, and review submissions should follow incremental versioning.
 

Standard Version Format:

`v001`
`v002`
`v003`
 

Always increment versions when:
 

* Publishing a new review submission
* Making significant changes to a shot
* Saving milestone updates
* Delivering revisions based on notes
 

Avoid:
 

* Overwriting previous versions
* Using filenames such as:
 

  * `final`
  * `new`
  * `latest`
  * `fix`
  * `approved_final_final`
 

Consistent versioning is critical for tracking progress and recovering previous iterations if needed.
 

Department Naming Conventions
 

Compositing (COMP)
 

Script Files

`150_comp_v001.nk`
 

Dailies / Review Media

`150_comp_v001.mov`
 

Render Outputs

`150_comp_v001.exr`
 

Compositing artists should maintain clear separation between:
 

* Work scripts
* Precomps
* Render outputs
* Review media
* Final delivery renders
 

Whenever possible, renders should match the version number of the working script that generated them.
 

Matchmove / Tracking (MMV)
 

Scene Files
 

`150_mmv_v001.ma`
`150_mmv_v001.nk`
 

Camera Exports
 

`150_cam_v001.abc`

 

The MMV department is responsible for maintaining clean and clearly versioned:
 

* Camera solves
* Object tracks
* Lens data
* Geometry exports
* Scene alignment files
 

Any updated solve or camera export should receive a new version number.
 

Lighting (LGT)

Lighting Scene Files

`150_lgt_v001.hip`
`150_lgt_v001.ma`
 

Lighting Renders

`150_lgt_beauty_v001.exr`
 

Lighting artists should ensure:
 

* Render directories remain organized
* AOVs are consistently named
* Published renders match the lighting scene version
* Temporary test renders are separated from publish renders

FX
 

FX Scene Files

`150_fx_v001.hip`
 

Simulation Caches

`150_fx_smoke_v001.vdb`
`150_fx_fire_v001.bgeo.sc`
 

FX Playblasts / Reviews

`150_fx_v001.mov`
 

FX artists should version:

* Simulation files
* Cache exports
* Published elements
* Wedge variations
* Review renders
 

If multiple simulation types exist within a single shot, descriptive identifiers may be added:
 

Examples:

`150_fx_smoke_v003.hip`
`150_fx_debris_v002.hip`

Animation (ANM)
 

Animation Scene Files

`150_anm_v001.ma`
 

Playblasts

`150_anm_v001.mov`
 

Geometry Caches

`150_animCache_v001.abc`
 

Animation artists should version:

* Blocking passes
* Spline passes
* Final animation publishes
* Geometry exports
* Camera adjustments

Major animation updates or timing changes should always result in a new publish version.


 

Dailies & Review Media
 

All review submissions and dailies should clearly match the associated working file version.

Example:

* Script: `150_comp_v012.nk`
* Daily: `150_comp_v012.mov`

This helps supervisors and production quickly identify which version generated the review media.

Folder Organization Guidelines
 

Artists should avoid:

* Creating unnecessary duplicate folders
* Renaming approved directory structures
* Moving files outside designated department folders
* Saving work files in render or delivery directories

Please maintain the provided folder hierarchy unless instructed otherwise by production or pipeline.

Additional Notes
 

If you believe:

* A shot has been named incorrectly
* A folder structure is missing
* A naming conflict exists
* A pipeline tool generated incorrect paths

Please notify production or pipeline support immediately before making major structural changes manually.

Maintaining consistent directory structures and naming conventions is essential for ensuring a smooth workflow across all departments and productions at Cannonball VFX.
 

Nuke

Nuke Setup & Shared Toolsets
 

Cannonball VFX uses Nuke as one of the primary tools for compositing and shot-based production work. To help keep the studio workflow consistent across artists, we provide a shared Cannonball VFX toolset that can be loaded directly into Nuke.

These shared tools may include:
 

* Studio menu items
* Pipeline utilities
* Nuke templates
* Shot setup tools
* Render/write node helpers
* Custom gizmos and scripts
* Department-specific workflow tools
 

The shared toolset is hosted on LucidLink so all artists can access the same approved tools and updates without needing to manually download new versions each time.
 

Required Nuke Setup
 

To connect your local Nuke installation to the Cannonball VFX shared toolset, please add the following code to your personal `init.py` file.
 

Your `init.py` file is usually located in your `.nuke` folder.
 

Windows Example Location
 

`C:\Users\YOUR_USERNAME\.nuke\init.py`
 

macOS Example Location
 

`/Users/YOUR_USERNAME/.nuke/init.py`
 

you can get the code to add to init .pu from this path in LucidLink:

"..\server\pipeline\nuke\cannonball_vfx_artist_init.py"

Important Notes
 

Please do not modify the shared toolset directly unless instructed by supervision or pipeline support.

If the Cannonball menu or tools do not appear after launching Nuke, confirm that:

* LucidLink is mounted and connected
* The shared tool path is correct
* The code was added to the correct `init.py` file
* Nuke was fully restarted after the change

If you continue having issues, please contact production or pipeline support.

Pipeline Wiki

Cannonball Main Wiki

Contact

Tarek Saleh: tarek@cannonballvfx.com
Yaser Fouad: yaser@cannonballvfx.com

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