Batch Rename Pro Documentation

Getting Started

Batch Rename Pro provides a flexible workflow for renaming Blender assets quickly and consistently.

  1. Select the objects you wish to work with, or choose All in File to process an entire project.

  2. Enable the target data types you want to rename.

  3. Activate one or more rename rules.

  4. Adjust the rule settings as needed.

  5. Review the results in the Preview panel.

  6. 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:

  1. Strip Blender Suffix
  2. Set Name
  3. Find & Replace
  4. Prefix
  5. Suffix
  6. Trim
  7. Case Conversion
  8. 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.

$15

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Details
Published 4 months ago
Blender Version 4.4 - 5.1
Extension Type Add-on
License GPL

Momentum Creative Technology Inc.

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