Update: https://bitbucket.org/crewshin/json-cam

Output file:
https://bitbucket.org/crewshin/json-cam/src/bae3c009d10002aa6d033036079064eda9d4d8d0/FromSoftimage.cam?at=master

ScreenGrabs:
https://bitbucket.org/crewshin/json-cam/src/bae3c009d10002aa6d033036079064eda9d4d8d0/Export.png?at=master
https://bitbucket.org/crewshin/json-cam/src/bae3c009d10002aa6d033036079064eda9d4d8d0/Import.png?at=master

Spec:
https://bitbucket.org/crewshin/json-cam/src/bae3c009d10002aa6d033036079064eda9d4d8d0/SPEC_1.0.txt?at=master


Thoughts so far? I should have Maya in the next day or so. Btw, feel free
to send pull requests for tweaks if interested.


@Jordi: Wanna give that Houdini .otl a test?



On Thu, Jul 11, 2013 at 8:56 AM, Gene Crucean
<[email protected]>wrote:

> RE animatable parameters: This spec currently allows for any param to be
> animatable by just adding it to the "anim" dictionary. All the
> importers/exporters would have to do is simply check if any param besides
> transforms exist and add keyframes. This would be left up to the individual
> app scripts to implement, but the spec itself would allow for anything to
> be animatable.
>
>
> On Thu, Jul 11, 2013 at 1:41 AM, Michael Heberlein <[email protected]
> > wrote:
>
>> A bit off-topic already :) but I just found pyalembic in Gohlkes
>> invaluable Windows binaries list:
>> http://www.lfd.uci.edu/~gohlke/pythonlibs/#pyalembic
>>
>> But I also agree that something as simple and readable as JSON would be
>> cool to have for (plotted?) world-space camera exchange. And _all_
>> parameters should be animatable.
>>
>> Michael
>>
>>
>> On Thu, Jul 11, 2013 at 6:17 AM, Raffaele Fragapane <
>> [email protected]> wrote:
>>
>>> The unit needs only be an arbitrary value in the header.
>>> Autodesk can say whatever it wants, but the truth is that if you change
>>> maya from imperial to metric at the beginning of a project (and you might
>>> have that on client's side) there will be repercussions, and if your
>>> cameras were intended as 1cm but get imported as 1 inch things will be out
>>> of whack. Majorly.
>>>
>>> Several parameters, especially so if this will get a further level of
>>> abstraction later on, are actually world scale dependent.
>>> The flm back can change with a unit change (in some apps it does, in
>>> some it doesn't), several rendering and grooming parameters change and so
>>> on.
>>>
>>> As for scale, I've had plenty instances when the camera was scaled for
>>> various reasons, frequently enough to be relevant entire chunks of a pipe
>>> would rely on a stupid-renderman-trick style scaled camera.
>>>
>>>
>>> On Thu, Jul 11, 2013 at 2:10 PM, Gene Crucean <
>>> [email protected]> wrote:
>>>
>>>> Thanks for the input guys! I'm ingesting all of it :)
>>>>
>>>> I'm quite against adding units into the main camera section of the
>>>> file... but what about adding them to the metadata section? I really don't
>>>> understand why anyone would want this in the file though. Units should only
>>>> be conceptual imo. Autodesk says that 1 SI unit = 1 decimeter, but it has
>>>> no concept of units... at all. Our current project is in meters, so
>>>> conceptually we just know that 1 SI unit = 1 meter. Did we change anything?
>>>> Nope. Same thing in Maya... 1 unit = 1 meter. Didn't change a thing on the
>>>> Maya side either. I would love for someone to give me an example of why
>>>> this should be different.
>>>>
>>>> Either way, I'll have an update tomorrow at some point, along with i/o
>>>> for Houdini and updated Soft scripts. Maya is next and then hopefully I can
>>>> talk one of our Nuke dev's into banging out an importer. Unless someone on
>>>> here knows it's API and want's to donate some skills (once the 1.0 spec is
>>>> finished). Same with any other apps :)
>>>>
>>>> Cheers
>>>>
>>>>
>>>> On Wed, Jul 10, 2013 at 6:59 PM, Matt Lind <[email protected]>wrote:
>>>>
>>>>> I started a toolset a few years ago based on XML as well.  It works
>>>>> and I can store robust data, but the downside is the file sizes are huge
>>>>> and slow to read/write.  Memory becomes an issue at some point.  If you
>>>>> only want to transfer cameras or simple stuff, it works fine, but large
>>>>> scenes with lots of animation data is not advised with XML as other 
>>>>> formats
>>>>> may be better suited.****
>>>>>
>>>>> ** **
>>>>>
>>>>> Matt****
>>>>>
>>>>> ** **
>>>>>
>>>>> ** **
>>>>>
>>>>> ** **
>>>>>
>>>>> ** **
>>>>>
>>>>> ** **
>>>>>
>>>>> *From:* [email protected] [mailto:
>>>>> [email protected]] *On Behalf Of *Tim Crowson
>>>>> *Sent:* Wednesday, July 10, 2013 5:34 PM
>>>>> *To:* [email protected]
>>>>> *Subject:* Re: Open source json camera I/O platform****
>>>>>
>>>>> ** **
>>>>>
>>>>> This is great to see! I have something similar in the wings that's
>>>>> only partially implemented, but in XML instead. It stores most of the 
>>>>> stuff
>>>>> Jo was talking about. I wrote it as a way to export cameras and nulls to
>>>>> Nuke and Fusion. My goal is to have a series of tools for various apps all
>>>>> writing and reading a common XML file. Cameras and nulls can be exported,
>>>>> then updated if something changes. With custom UI for setting options.
>>>>> Anyway, I haven't finished writing all the different plugins, but I've got
>>>>> a couple of apps covered already. I debated between JSON and XML and
>>>>> finally just went with XML.
>>>>>
>>>>> Glad to see this in the works, Gene! Can't wait to see more!
>>>>>
>>>>> -Tim C
>>>>>
>>>>> ****
>>>>>
>>>>> On 7/10/2013 7:10 PM, Raffaele Fragapane wrote:****
>>>>>
>>>>> When you'll have at most a few dozen curves, even on a thousand frame
>>>>> long sequence, I honestly don't think cheapening the data matters one 
>>>>> iota.
>>>>> ****
>>>>>
>>>>> You can always introduce a zip compression stage to the I/O.****
>>>>>
>>>>> Optimizing early and ending data poor is always a mistake. Purging is
>>>>> easy, both on I/O and in dev terms, adding data you don't have is usually
>>>>> betwene painful and downright impossible.****
>>>>>
>>>>> If footprint was a concern here, sure, it'd make sense, on something
>>>>> that on a bad day will have a hundred parameters at the most (and for a
>>>>> mono cam I'd struggle to think of a hundred parameters I'd want animated)
>>>>> saving 16 floats per frame instead of 64 makes little difference in
>>>>> practical terms.****
>>>>>
>>>>> ** **
>>>>>
>>>>> On Thu, Jul 11, 2013 at 10:01 AM, Alok Gandhi <
>>>>> [email protected]> wrote:****
>>>>>
>>>>> Hey Gene looking at your schema I do not see animated value for
>>>>> parameters like focal length, near and far planes. Though near and far are
>>>>> not usually keyed but you never know. I have worked on a stereoscopic
>>>>> project and we did need to plot the clipping planes. Anyways, focal length
>>>>> does fairly get animated at times. In the interest of generality and being
>>>>> generic I would make room for values for nearly all animatable parameters.
>>>>> For the case of optimization the writer plugin can use only one value in
>>>>> the list if the parameter is not animated else it will take all the key
>>>>> frame values. Also I would not care for the whole keyframe and tangent 
>>>>> data
>>>>> in the list but would simply read the values of all parameters at each
>>>>> frame and plot the same when I am reading the values. But what you are
>>>>> doing with keyframes value storage also works, in fact I think it reduces
>>>>> the file size considerably in case you do not have much keyframes in the
>>>>> source scene.****
>>>>>
>>>>> ** **
>>>>>
>>>>> On Wed, Jul 10, 2013 at 7:41 PM, Raffaele Fragapane <
>>>>> [email protected]> wrote:****
>>>>>
>>>>> Units and scale, and how they correlate, are extremely important even
>>>>> in a light weight, portable format. Actually, probably more so in one than
>>>>> in a more complex scenario.****
>>>>>
>>>>> You can't assume people will not care about those because their
>>>>> workflow will be independent of it like yours was for a few example
>>>>> productions, because very frequently they won't have the choice.****
>>>>>
>>>>> As an interop format that deals with external contributions (rendering
>>>>> engines and so on being heavily dependent on it) you WILL bump into scale
>>>>> factors whether you like it or not, and the format will be rendered 
>>>>> useless
>>>>> by not having control over those when it'll happen.****
>>>>>
>>>>> There are things one omits or includes for the sake of forecfully
>>>>> encouraging good practices, those are practical-philosophical choices and
>>>>> are fine, and best made by a benevolent dictator for the project (any half
>>>>> decent programming language out there has craptons of those, and they are
>>>>> important to give languages and format identity and coherence).
>>>>> Scaling and units are not one of those, they are a fundamental
>>>>> requirement implicit to what you set off to describe with these files.
>>>>> ****
>>>>>
>>>>>
>>>>>
>>>>> ****
>>>>>
>>>>> ** **
>>>>>
>>>>> --
>>>>> ****
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Our users will know fear and cower before our software! Ship it! Ship
>>>>> it and let them flee like the dogs they are!****
>>>>>
>>>>> ** **
>>>>>
>>>>> -- ****
>>>>>
>>>>> ** **
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> -Gene
>>>> www.genecrucean.com
>>>>
>>>
>>>
>>>
>>> --
>>> Our users will know fear and cower before our software! Ship it! Ship it
>>> and let them flee like the dogs they are!
>>>
>>
>>
>
>
> --
> -Gene
> www.genecrucean.com
>



-- 
-Gene
www.genecrucean.com

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