Batch Rename Pro
Batch Rename Pro Documentation
Getting Started
Batch Rename Pro provides a flexible workflow for renaming Blender assets quickly and consistently.
Select the objects you wish to work with, or choose All in File to process an entire project.
Enable the target data types you want to rename.
Activate one or more rename rules.
Adjust the rule settings as needed.
Review the results in the Preview panel.
Click Apply to commit the changes.
All changes are performed as a single undoable operation.
Supported Data Types
Batch Rename Pro supports 23 Blender data types, including:
Scene Assets
Objects
Collections
Meshes
Curves
Metaballs
Volumes
Grease Pencils
Materials & Shading
Materials
Textures
Node Groups
Animation & Rigging
Armatures
Bones
Vertex Groups
Shape Keys
Actions
Production Systems
Cameras
Lights
Light Probes
Speakers
Sequence Strips
Action Clips
Scenes
Brushes
Multiple data types can be renamed simultaneously within a single operation.
Scope
Batch Rename Pro supports two processing scopes.
Selected Only
Processes data associated with currently selected objects.
This mode is ideal for localized changes and targeted cleanup.
All in File
Processes every supported data block of the selected types throughout the entire Blender file.
This mode is useful when enforcing naming standards across large projects or asset libraries.
Rules
Batch Rename Pro provides multiple transformation rules that can be combined into a single workflow.
Strip Blender Suffix
Removes Blender-generated duplicate suffixes.
Example:
Cube.001 → Cube
Character.023 → Character
Set Name
Replaces the entire name with a specified value.
Example:
Cube.001 → Prop
Sphere.002 → Prop
Find & Replace
Searches for text and replaces it throughout selected assets.
Example:
Wood_Table → Metal_Table
Wood_Chair → Metal_Chair
Prefix
Adds text to the beginning of a name.
Example:
Cube.001 → SM_Cube.001
Chair → SM_Chair
Suffix
Adds text to the end of a name.
Example:
Cube → Cube_LOD0
Chair → Chair_LOD0
Trim
Removes characters from the beginning or end of a name.
Trim Left Example:
SM_Cube → Cube
Trim Right Example:
Cube_LOD0 → Cube
Case Conversion
Convert names into a consistent format.
UPPER CASE
wood_table → WOOD_TABLE
lower case
Wood_Table → wood_table
Title Case
wood_table → Wood Table
Sentence case
WOOD_TABLE → Wood table
Sequential Numbering
Automatically adds sequential numbering to assets.
Example:
Cube → Cube_001
Cube → Cube_002
Cube → Cube_003
Padding 4 Example:
Cube → Cube_0001
Cube → Cube_0002
Cube → Cube_0003
Prefix Numbering Example:
Cube → 001_Cube
Cube → 002_Cube
Cube → 003_Cube
Rule Order
Use the ▲ and ▼ buttons beside any rule to move it up or down in the processing sequence. Changes are reflected immediately in the Preview panel, allowing you to see exactly how rule order affects the final result before committing any changes.
The default rule order is:
- Strip Blender Suffix
- Set Name
- Find & Replace
- Prefix
- Suffix
- Trim
- Case Conversion
- Sequential Numbering
Rule order is saved with Presets and is also stored inside the current .blend file, ensuring your workflow remains consistent between sessions.
If you want to return to the original processing sequence, use Reset Rules to restore the default order.
Combined Rule Example
Rules become most powerful when used together.
Starting Name:
Cube.001
Rules Enabled:
✓ Strip Blender Suffix
✓ Prefix (SM_)
✓ Sequential Numbering
Result:
Cube.001 → SM_Cube_001
A single operation can apply multiple transformations in a predictable sequence.
Presets
Presets allow you to save complete rename configurations for future use.
A preset stores:
Enabled Rules
Rule Settings
Numbering Configuration
Scope Settings
Naming Convention Selections
Presets are stored as JSON files within your Blender configuration folder.
Saved presets can be loaded at any time to instantly restore a workflow.
Example:
Environment Assets Preset
✓ Prefix: ENV_
✓ Sequential Numbering
✓ Title Case
Save once and reuse whenever needed.
Naming Conventions
Naming conventions help maintain consistency across projects and production pipelines.
Batch Rename Pro includes built-in support for common naming standards.
Unreal Engine
Examples include:
SM_Crate
SK_Character
M_Brick
T_Concrete
CAM_Cinematic
L_KeyLight
Unity
Examples include:
mat_wood
tex_brick
anim_walk
Assets already containing the correct prefix are never duplicated.
Custom Conventions
Custom Conventions allow you to define your own naming standards.
Create a prefix table for supported Blender data types and save it for future use.
Custom conventions can be:
Saved
Loaded
Reused across projects
Included within presets
Example:
Objects → PROP_
Materials → MAT_
Textures → TEX_
Node Groups → NG_
When a preset containing a custom convention is loaded, all associated naming rules are restored automatically.
Numbering
Sequential Numbering can automatically append or prepend numbers to renamed assets.
Configurable options include:
Starting Number
Increment
Padding
Separator
Prefix Position
Suffix Position
Example:
Cube → Cube_001
Cube → Cube_002
Cube → Cube_003
Padding Example:
Cube → Cube_0001
Cube → Cube_0002
Cube → Cube_0003
Prefix Example:
Cube → 001_Cube
Cube → 002_Cube
Cube → 003_Cube
Existing numbering patterns can optionally be removed before new numbering is applied.
Preview System
The Preview panel displays every change before it is committed.
For each affected item, Batch Rename Pro displays:
Original Name
New Name
Rename Status
Example:
Cube.001 → SM_Cube_001
Cube.002 → SM_Cube_002
Cube.003 → SM_Cube_003
The preview updates automatically as rules are modified.
This allows you to verify results before applying changes to your project.
No guessing.
No surprises.
Undo
All rename operations are performed as a single Blender undo step.
To revert a rename operation:
Ctrl + Z
Example:
SM_Cube_001 → Cube.001
SM_Cube_002 → Cube.002
SM_Cube_003 → Cube.003
This restores all affected names to their original state.
Bones
Bone renaming requires an armature to be selected.
When renaming bones, Batch Rename Pro updates both:
Edit Bones
Pose Bones
Example:
UpperArm.L → DEF_UpperArm_L
Forearm.L → DEF_Forearm_L
Hand.L → DEF_Hand_L
This ensures naming consistency throughout the rig.
Known Limitations
Blender requires names within a data type to remain unique.
If a rename operation produces duplicate names, Blender automatically appends a suffix.
Example:
Cube → Cube
Cube → Cube.001
Cube → Cube.002
The Preview panel displays the intended rename result. Any uniqueness suffixes added by Blender occur after the operation is applied.
This behavior is enforced by Blender and cannot be overridden by Batch Rename Pro.
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