Please, Real Save Small - Think of the Kittens!

What I want to do: Do a quick, incremental save small as a means of versioning.

What I have to…

1.) Invoke a Save

2.) Uncheck Save Materials

3.) Bump the Filename (optional)

4.) Save

Doing medium to large projects with versioning, embedding materials makes little sense, and wastes a lot of space, slowing saves. Generally, I don’t embed materials.

Notice the filename number. Doing incremental saves have saved me from project dead ends.

If it would either save small without textures, or save incremental without textures, it wouldn’t be so bad. I used to do both.

How about using -_IncrementalSave put it in a button with SaveSmall=Yes and SaveTextures=No. Would that work?

3 Likes

Thank you. I will try it, but and I hope I am wrong, that has been broken for the last few releases.
I will try it.

[I wish, as an option, that Rhino could save small, optionally incrementally, no mesh, with plugin-data, and have it 7Zip compressed, automatically after.

The new file format could be a .3dm7z or .3dm7 or something like that so people might guess that it’s just an archive with a Rhino file in it.

With decent compression settings, an average non-solid 7-Zip Rhino file compresses to a mere 20%. They usually don’t go over 25%. Rhino users could save thousands of versions, for patent attorneys, for the once in a blue moon reversion.

Having a natively compressed file means that sharing between designers goes quicker, nothing needs to be compressed before sending.

With multiple files in a 7Zip, I never do solid archives. While the solid archive compression rate is better, but if it can be safer, then it should. For large projects, I zip them up into manageable 4GB chunks, but pre-zipped Rhino files would eliminate the archiving process for me, for finished projects.

I also use leading zeros, so that they might be put in a ASCII list, nicely. The number of zeros is varies, 1 for small projects, 4 for large projects. I incrementally save on each day, and before any major change, or about once an hour, depending on how much work I want to lose. That stated, I have had a bad Rhino save/load.

[Old Id games used a .pak3 files, which is nothing more than .zip file. They used it because it’s compressed and because each item in the zip has a 32-bit CRC, so if anything was altered or corrupt, it could be detected. It was amazing that when Quake 3 started, it checked the archive CRCs, then it started a C compiler to compile the game code. Then it started a network server process and (loop-back) logged even a single-user in as a client.]]
I edited NURBs 24 years ago : O ]

I don’t know the argument separator?
This, however prompts for texture save:

! _Save SaveSmall=Yes SaveTextures=No

You actually only need to run _IncrementalSave once manually, setting both options to what you want. This will be remembered across sessions. You then just need to use _IncrementalSave.

For your -_Save macro you need to end with an _Enter like so:

-_Save _SaveSmall=_Yes _SaveTextures=_No _Enter

SaveACopy would be a better versioning method (imo)…if it wasn’t so slow to save.