--- title: "Options" url: "https://help.maxon.net/c4d/en-us/Content/html/TOOLCANAMING-MDATA_MAINGROUP.html" section_path: "Tools Menu > Name > Options" element_id: "TOOLCANAMING" group_id: "MDATA_MAINGROUP" description: "If you want to quickly and easily rename multiple items (without using presets), use the Apply to function in the Replace menu. Simple define the Apply To …" --- ## Options If you want to quickly and easily rename multiple items (without using presets), use the **Apply to** function in the **Replace** menu. Simple define the **Apply To** setting at the top of the menu accordingly ### Apply To Parameter ID: `ID_CA_JOINT_NAMING_NODETYPE` The Naming tool can be used to rename tag, material, layer and Take names. Select the item you want to rename in the respective Manager. This pre-selected the items the Naming tool should affect. Use the tool's menu to define which Cinema 4D elements the Naming tool should affect. ### Type Parameter ID: `ID_CA_JOINT_NAMING_TYPE` Here you'll find a list of all the presets you've created. Simply choose the preset whose names you want to apply. ### Add Parameter ID: `ID_CA_JOINT_NAMING_STORE` Use this function to create a new naming preset. The currently selected items will be used as a basis (in consideration of the **Apply to** setting). Hierarchical structures (e.g., for objects, Takes or layers) will be assumed. To test this button, use the joint tool to create a chain with five joints. It doesn't matter where you place the joints. Rename the joints to **Hip**, **Knee**, **Foot**, **Ball** and **Toe**. Make sure that **Apply to** is set to Objects Click on the Add button and enter **leg** for the name. Your **leg** preset is now ready to use for naming any new legs you create. ### Remove Parameter ID: `ID_CA_JOINT_NAMING_REMOVE` Removes the currently selected preset. A dialog appears to request confirmation that you really want to delete the preset. ### Load... Parameter ID: `ID_CA_JOINT_NAMING_LOAD` You'll see an Open dialog appear when you click this button. Use the dialog to load any presets you've saved on your hard drive. The loaded presets will appear in the Type list. You can also use this button to load presets received from other users. ### Save... Parameter ID: `ID_CA_JOINT_NAMING_SAVE` Opens a Save dialog, which you can use to save the selected preset to your hard drive. This also allows you to share your presets with other users. ### Prefix Parameter ID: `ID_CA_JOINT_NAMING_PRE` Here you have the option to define a prefix to be used in addition to the names in the preset. For example, suppose you want to use your **leg** preset to rename a left leg you've just created. Enter the text **L_** as the Prefix and click Apply Name. The five joints in your new leg are now named **L_Hip**, **L_Knee** and so on. ### Suffix Parameter ID: `ID_CA_JOINT_NAMING_POST` Here you have the option to define a postfix to be used in addition to the names in the preset. For example, suppose you want to use your **leg** preset to rename a left leg you've just created. Enter the text **_L** as the Postfix and click **Apply Name**. The five joints in your new leg are now named **Hip_L**, **Knee_L** and so on. ### Apply Name Parameter ID: `ID_CA_JOINT_NAMING_APPLY` Renames the hierarchy selected in the **Object Manager** using the names in the preset (defined by Type) and the Prefix and Postfix. This renames all objects whose hierarchy is matched in the preset. Other objects' names remain unchanged. ![Image: subgroup.gif](https://help.maxon.net/c4d/en-us/Content/Resources/Images/subgroup.gif)\ Replace These settings allow you to add a prefix or postfix to a hierarchy that has already been named. You can also replace parts of a name with other text. ### Prefix Parameter ID: `ID_CA_JOINT_NAMING_REPLACE_PRE` Here you can enter a prefix that is added to the objects' names in the selected hierarchy. For example, suppose you forgot to enter a prefix when using your **leg** preset. You can add the prefix now using this field. ### Suffix Parameter ID: `ID_CA_JOINT_NAMING_REPLACE_POST` Here you can enter a postfix that is added to the objects' names in the selected hierarchy. For example, suppose you forgot to enter a postfix when using your **leg** preset. You can add the postfix now using this field. ### Replace Parameter ID: `ID_CA_JOINT_NAMING_REPLACE` Suppose, when creating a right leg, you accidentally added **L_** as a prefix to each joint's name. Here you can quickly correct the names. Simply enter **L_** into this field. When you click **Replace Name**, the text in this field is replaced for each object name in the selected hierarchy with the text entered in the With field. ### With Parameter ID: `ID_CA_JOINT_NAMING_REPLACE_WITH` Here you can enter the text you want to replace the text defined by **Replace**. In the case of the **leg** example, here you'd enter **R_**. ### Match Case Parameter ID: `ID_CA_JOINT_NAMING_CASE` Enable this option to switch on case sensitivity for the text entered in the **Replace** field. For example, suppose you have a hierarchy where the name **RArm** appears and should be renamed to **LArm**. In this case, the option must be enabled, otherwise you'll get the result **LaLm**. ### Replace Name Parameter ID: `ID_CA_JOINT_NAMING_REPLACE_APPLY` Applies the renaming defined by the settings in this group to the hierarchy that is selected in the **Object Manager**. All selected objects can now be numbered automatically by using the **$N** string. If, for example, you want to add the suffix **_$N** to selected objects with the common name "Joint", the objects will be named "Joint_0", "Joint_1", etc. The objects do not have to be arranged hierarchically, they will simply be numbered sequentially in the **Object Manager** according to their order (the top-most object will be first and all object below will be numbered accordingly). The possibilities are: - $N = 1,2,3,4,5 etc. - $a = a,b,c,d,e etc. - $A = A,B,C,D,E etc. ![Image: 031765.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/031765.jpg)\ Replacing the suffix of the selected Joints with **_$N** produces the numbering seen here.