Naming Convention Enforcer
Every hour you spend on a project, your scene gets messier. Cube.001, Cube.002, Material.003 — by the time you're ready to export, you're staring at 40 objects that all need renaming before they'll work in your engine. NCE fixes that at both ends: it stops bad names from being created in the first place and batch-fixes the ones that already exist.
NAME OBJECTS AS YOU CREATE THEM
The moment you add a new object—Shift+A, duplicate, or anything—a pop-up appears and asks you to name it right then and there. Type your base name, see the final prefixed result live, and hit OK. One click. The object, its mesh data-block, and its first material slot are all renamed in the same action. No more going back through 30 assets at the end of the day.
BUILT-IN ENGINE PROFILES
Choose your target engine, and every name is validated and fixed to match:
• Unreal Engine 5 — PascalCase with SM_, SK_, M_, T_ prefixes
• Unity — PascalCase with Mat_ and Tex_ prefixes
• Godot — snake_case, no prefixes
• Custom — set your own case style and prefix per data type
The custom profile supports any engine or studio convention. Working in Arma Reforger, O3DE, or a proprietary engine? Set your own prefixes for static meshes, skeletal meshes, materials, textures, and collections independently.
VALIDATE AND FIX YOUR WHOLE SCENE
Run a full scene validation at any time. Every violation is listed showing the current name, the expected name, and the data type — with colour-coded collision warnings when two items would end up with the same name. Fix everything in one click, or go row by row.
SMART SUFFIX STRIPPING
Blender appends .001, .002, and _001 automatically when you duplicate. The addon strips these before applying any prefix or case rule, so Cube.003 becomes SM_Cube3 — not SM_Cube.003. Toggle it off if you need to preserve them.
AUTO-APPLY TRANSFORMS
Objects without modifiers have their transforms applied automatically on rename — so your assets land in the engine with clean scale, rotation, and location. Objects with modifiers are left untouched to avoid breaking the modifier stack.
ABBREVIATION-AWARE CASE CONVERSION
Common 3D abbreviations are never broken or lowercased. UV, LOD, HP, LP, IK, FK, PBR — these stay correct. uv_rock_low becomes UVRockLow, not UvRockLow.
BATCH TOOLS
• Find & Replace across all data types simultaneously
• Add prefix or suffix to all checked types or selected objects only
• Export a .txt violation report for project QA or client handoff
• Filter violations by data type (objects, materials, textures, collections)
WHAT GETS CHECKED
Objects · Mesh data-blocks · Materials · Images and textures · Collections (optional)
COMPATIBILITY
Blender 4.0 and above · Blender 5.0 tested · Windows, macOS, Linux