Hehe... I love unixtime and use it for all kinds of stuff. The way I see
it, if my code is still around in 2038, I did DAMN good :D

I feel ya Jo. I'd love to abstract all this but my Python skills are weak
at best. I'm an Obj-C guy and can't stand python to be honest. Please feel
free to tweak it and shoot me a pull request if you feel strong enough
about it.


On Thu, Jul 11, 2013 at 11:15 PM, Alan Fregtman <alan.fregt...@gmail.com>wrote:

> *Oh my...*
>
> So what's the ideal short-form datetime storage? A long string?
>
>
>
> On Fri, Jul 12, 2013 at 2:00 AM, jo benayoun <jobenay...@gmail.com> wrote:
>
>> well job Gene,
>> I would now spent a bit of time on the code itself to make it more
>> flexible.  It would be great to have clear separation between plugins, core
>> lib and ui code imho.
>>
>> @Alan, don't do that please...
>> http://en.wikipedia.org/wiki/Year_2038_problem
>>
>>
>> 2013/7/11 Alan Fregtman <alan.fregt...@gmail.com>
>>
>>> Minor pet peeve with how you're storing date and time as a string...
>>> you're missing seconds! but I think it might be more efficient to store the
>>> unix timestamp (seconds since epoch) instead of a fully formatted long
>>> string. Let the reader module handle the datetime formatting.
>>>
>>>
>>>
>>> On Thu, Jul 11, 2013 at 9:41 PM, Gene Crucean <
>>> emailgeneonthel...@gmail.com> wrote:
>>>
>>>> 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 <
>>>> emailgeneonthel...@gmail.com> 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 <
>>>>> micheberl...@gmail.com> 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 <
>>>>>> raffsxsil...@googlemail.com> 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 <
>>>>>>> emailgeneonthel...@gmail.com> 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 <
>>>>>>>> ml...@carbinestudios.com> 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:* softimage-boun...@listproc.autodesk.com [mailto:
>>>>>>>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Tim
>>>>>>>>> Crowson
>>>>>>>>> *Sent:* Wednesday, July 10, 2013 5:34 PM
>>>>>>>>> *To:* softimage@listproc.autodesk.com
>>>>>>>>> *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 <
>>>>>>>>> alok.gandhi2...@gmail.com> 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 <
>>>>>>>>> raffsxsil...@googlemail.com> 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
>>>>
>>>
>>>
>>
>


-- 
-Gene
www.genecrucean.com

Reply via email to