The naming convention is based on several suffixes.
The “Category” suffix specifies a question. Nodes that are answers/options to that question use
the “Option” suffix.
For example, to create a configuration hierarchy for a table we could have the “width” question. The name of the node would then become “widthCategory”. A couple of answers could be 150 cm, 200 cm and 250 cm wide. The names of the nodes that contain the geometry variations would
become “150cmOption”, “200cmOption” and “250cmOption”.
When you have a category that defines the material of an object it can become very laborious to create an option for every material choice. If the actual geometry the material is applied to does not change you can use a material group suffix.
The material group suffix is “Mat_xxx_e”.
If you have a table with multiple wood materials, you could place the table mesh under a node with the “tableMaterialMat_wood01_e” name. The “wood01” group becomes a container that we can add multiple materials to in the configurator.
It is not necessary to duplicate geometry if an option requires geometry to move. Place the geometry in a node with the “OffsetNode” suffix and you will be able to create offsets in the configurator.
In this case the chassis geometry must be translated upwards to fit on the much bigger monster tires. Everything that is placed under the offset node will be translated according to the rules that can be created in the configurator.
In Maya duplicate node names are allowed if they don’t share the same parent. It is not a problem if the software being used does not allow duplicate names. The configurator will still recognise names such as “xxxOption1” or “xxxOption.001” as legitimate options and will adopt them properly in the hierarchy.