Blender > Speckle > Blender - Cameras

First, great that Blender Cameras come in AND that you can access them in Speckle Viewer. Absolutely impressing !

Cameras :

  1. Focal Length
    Unfortunately Focal Length will not be translated. Instead when downloading the data back into Blender, all Cameras will have switched to 18 mm (Why exactly 18 mm ? Which is quite a very wide angle, near a fish eye lens, in standard full size 36 mm sensor Camera standards. Is it because 18 mm is Speckle Viewers default ?)
    I would welcome if Focal Length could be kept.

  2. Other Camera Data
    I would welcome if more Camera Settings would be kept.
    For use in Speckle Viewer, e.g. to make use of a Detail View Cam to navigate View to a special location or building Detail, or for Downloads back into Blender or other Apps.
    Generally I would love to keep all Camera Settings but in my case especially, in this order :
    Focal Length (with Sensor Size)
    Shift (X) Y
    Viewport Display/ Size and Name
    Composition Guides/ Thirds
    DOF/Aperture

  3. Issues
    I noticed some Cameras got corrupted after my second Blender upload in Speckle Viewer. e.g. one is pointing straight downwards, from a position it never had.
    It does not show in my latest download back into Blender but I am not sure if the corruption happened after that. So no clue if there could be a problem in Viewer or just bad camera data from Blender.
    Could be related that Cameras in Blender, that came from an import with needed scaling (like by FBX), will keep parts of that scaling or rotation and there for show some rounding errors and such things.
    So I will keep an eye on it and come back if it happens more often.

Hey @zoomer ,

Similar to lights, cameras also have limited support for a reason. We are not at a stage where we can have proper support for Blender cameras. I suspect once we get into a point where we want to add support for things like FOV, camera projection, etc., it will be another cross connector initiative as nearly all AEC apps have a camera in one way or another.

Just as a general rule of thumb, our goal is not lossless data exchange for Blender but rather meaningful data exchange.

This doesn’t sound good. I never had this issue. If you found the reproduction steps, i’d be happy to check if there’s anything we can do.

i sent a PM.

Yes, I am aware of and understand that.

It is just that for my whole 3D, CAD and BIM career, the most annoying thing was always limited Exchange and Collaboration between different Software. How many hours were globally wasted in AEC and how many work was wasted to do the same things twice or more. And it is still a a great problem here.
(Therefore my similar thoughts in my other Thread)

So far as I can test, the “meaningful data exchange” in Speckle already reached a quite high level and is great.
Nevertheless I will always become excited, for any unplanned side effects that fall out of the projects and positively improve the “loss less data exchange” side part by any accident :slight_smile:

Strange,
I uploaded that file for the third time (lost previous when deleting my Beta Workspace, if needed I can PM the new link again)

But same result.
Cameras are partly corrupt in Speckle Viewer … but when downloading back to Blender, beside the mentioned data loss, Cameras are not dislocated or lost rotation in Blender at all.
It only happens in Speckle Viewer.

So I looked at the files simultaneously in Speckle Viewer, Blender Upload and Blender Download, to see if I could find any hints of when a Camera gets corrupt in Viewer or not.
At first I saw that both Cameras looking straight down had negative angle inputs in Rotation. Similar for some Cameras that seem to have lost the rotation about Z and looking at a Wall or Window Frame.
But there are still Cameras that also have negative rotation angles but are not corrupt. Or AFAIR there is also a corrupt Camera that hasn’t negative angles …

But in Speckle Viewer, even after a complete new Upload, I think it is always the same Cameras getting corrupt again.