The Problem
In production, the same asset gets saved over and over — v001, v012, v040… Most of the file hasn't really changed. The geometry, rig, and layout are largely the same.
But storage systems still treat each version as almost entirely new data. That's expensive in disk space, sync time, and backup cost.
What I've Built ?
It prepares scene files in a smarter way before storing them, so unchanged parts can be recognized and reused across versions.
Think of it like this: instead of treating every save as a brand-new file, it finds what's actually the same and stores that once.
We've seen much better reuse on real assets — often going from single-digit savings to 80%+ on typical production files, depending on format and how much actually changed.
Supported formats: Blender (.blend), Maya ASCII (.ma), and OpenUSD (.usd, .usda, .usdc, .usdz).
I'm open-sourcing Chimera and would love:
- Feedback from pipeline TDs, storage engineers, and studio infra teams
- Real-world test cases — especially where dedup has failed you
- Contributors who care about production pipelines and large scene files
If you've ever watched a 200MB save become another 200MB when only one control moved, this is for you.
Repository Link : https://github.com/iamkartiks/chimera-chunker-trainer