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Setting layer's transform/rotation matrix

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Hi All,

I''m working on an AEGP plug-in that needs to keyframe layer's transform. I've got a sequence of 3D rotations stored as quaternions and I'd like to convert it into orientation (or rotation) keyframes. Converting the quaternions to Euler angles is not acceptable in my situation, since due to the multiple possible solutions/angles for the same 'pose', the object flips during animation. The SDK Guide also specifies that Orientation uses quaternion, but I'm not sure how this can help me.

 

Any ideas ?

 

Thanks

 

 

edit: from this thread http://forums.adobe.com/thread/1142672?tstart=30, it looks like what I'm looking for is not possible:

 

(shachar carmi):
neither an effect, nor an AEGP can change the transformation matrix. they can only change the param values.

 

 

Message was edited by: cbmb


Can I create Paint Effect brush strokes from code?

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Hi,

 

Long time reader, first time poster.

 

Will the SDK enable me to draw "Paint Effect" brush strokes from path data with per-vertex pressure information? 

 

I have been using ExtendScript to copy-and-paste the Path property from a paint stroke to a temporary Mask to access the shape data (ie. number of vertices and vertex positions), and while it is possible to paste an altered path back to the stroke, I would really like to be able to create brush strokes directly from code.  I have reached the limit of Extendscript, as the "Path" property is labeled a Custom Value Type.

 

I have read through the SDK, but couldn't find anything definitive.  It's going to be a big learning curve from ExtendScript to C++ and I'm just looking for a nod of "it's possible, go for it!" before diving in.

 

TIA.

Path constraint

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Hi everyone,

I'm completely stranger to SDK dev so i'm just wondering if my problem can be solved that way. And maybe you'll have a simpler idea ( I can't find the solution by script).

I'd like to position a layer on a mask path by some kind of percentage of the path. Like a path constraint in 3dsMax.

Do you think there is a simple way to achieve this?

 

PS: sorry for the frenchglish language

Is it possible to create Qt Widgets inside After Effects using the SDK?

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Hi,

 

I would like to use Qt to create Dialogs and Widgets inside AfterEffects.

 

I started out with the Panelator example in the SDK. I can include QtGui into the project, but as soon as I create any object with QObject as a base-class After Effects crashes immediately with the following error: '[...] could not be loaded (48::46)'

When I try delay load QtCore.dll and QtGui.dll I can at least start the plugin and see, that the crash happens in the initializer of the QObject.

 

I use

VS 2010

QT 4.8.5

and my buildenvironment is x64

 

I was wondering if there is any kind of incompatibility of embedding Qt in After Effects (due to linker/compiler setting or defines or something like this).

 

This is the debugger output:

 

Locals:

locals.PNG

 

Threads:

threads1.PNG

My code in the Panel-constructor function:

 

    int argc = 0;

    char *argv[1] = {""};

 

 

    QApplication* a = new QApplication(argc, argv); // THE ERROR OCCURS IN THIS LINE. for a test I exchanged it to QWidget* w = new QWidget(); and it happens as well.

    QWidget* w = new QWidget();

    w->show();

    a->exec();

 

Outside of AfterFX Qt works fine and I also can delay-load QtGui and QtCore.

 

If anyone of you already has experience in using QT in AfterEffects, I would really appreciate your help!

 

Thanks in advance.

Update OutputInfo Text

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For an AEIO plugin, the GetOutputInfo function gets called when opening the settings dialog to update the text displayed. This however is not called after the UserOptionsDialog function returns. Is there a way to force GetOutputInfo to be called again so that the text can be updated after a user changes options in the UserOptionsDialog?

how to install AE SDK in visual studio ultimate 2010

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Hi,

      I want to make plugins from visual studio ultimate 2010 and i don't know how to integrate my visual studio with AE SDK it's like they are just files no package of setup so i can click and install but i guess i have to configure the sdk,i am working with android sdk in eclipse but don't know how to use this one.

 

BTW i am a new programmer and learning this cool new language and also doing job with after effects and 3ds max for past 5 years.

 

Help would be greatly appreciated.

 

 

Thanks

Having trouble linking dll file

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Hey guys,

I'm having trouble linking a third part dll file in visual studio 2013.

I'm using a third part library called "tinyXml2" to parse xml file in my plugin. Here's my folder structure"Adobe After Effects CS6 Win SDK\Examples\AEGP\ServerRender\Win\tinyXml",

my project file is in the "Win" folder.

In my "tinyXml" folder I have 3 files "tinyxml2.dll", "tinyxml2.h" and "tinyxml2.lib".

I use "#pragma comment(lib,"tinyXml\tinyxml2.lib")" to link the lib file

but it doesn't work, I still get "error LNK2019" and "error LNK2001" errors says the compiler can't find the methods I'm using.

I have set the "Project Properties --> C/C++ --> Code Generation-->Runtime Library" to "/MT" too

 

Do you ever running into such problem before?  Please help me !!!

Limit the Plug In to Premier Pro Only

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Hello,

I'm working on a Plug In using AEX from.

I want the Plug In to show and work on Premier only.

Yet I can make it not to work on After Effects but it would be shown on the Menu in After Effects.

 

What can I do to make only Premier to recognize it?

 

Thank You.


Monitor a different layer for change events from an effect

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Is there a way for an effect to listen to a change event from another layer and then react to that?

 

Here's the situation: I have an effect plugin that has a layer parameter. That layer parameter points to a text layer. Now I would like to have the effect react to a user changing the contents of the text layer (the TextDocument object). I suppose I could somehow store the state of the layer and compare it for changes continuously, but I feel reacting to an event would be significantly better - if it is possible.

 

Thanks,

Michael

СС2015 - Modal dialog is waiting for response.

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Hi All,

 

I've this script error on CC AE 2015 while it runs flawlessly on AE 2014.

Just a simple script that reads the blend mode, and it executed after AEGP_IsScriptingAvailable called.

 

Any ideas what may cause this one?

Get plugin-directory in premiere (non-deprecated way)

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Hi all!

 

Short version of my question: Has anyone had success with using the "PF_PlatData_EXE_FILE_PATH_W" call? Specifically with Premiere.

 

So... I want to get my plugin's directory path. Luckily there is a function for just that, as Toby pointed out (Possible to call / load an external DLL in GlobalSetup()):

 

A_char pluginFolderPath[AEFX_MAX_PATH];

PF_GET_PLATFORM_DATA(PF_PlatData_EXE_FILE_PATH_DEPRECATED, &pluginFolderPath);

string pluginPath = string(pluginFolderPath); // contains now the full path including plugin name

 

This works great! The thing is, after CS6, PF_PlatData_EXE_FILE_PATH_DEPRECATED, is deprecated and we are encouraged to use PF_PlatData_EXE_FILE_PATH_W instead.

This requires a bit of juggling since we now have to deal with 16bit characters, but I succeded in getting this converted into wstring which can in turn be used by e.g. ifstream.

My code for this is as follows:

 

A_UTF16Char pluginFolderPath[AEFX_MAX_PATH];

PF_GET_PLATFORM_DATA(PF_PlatData_EXE_FILE_PATH_W, &pluginFolderPath);

u16string pluginPath = u16string(pluginFolderPath);

 

//Convert to wstring -.-

wstring_convert<codecvt_utf16<wchar_t, 0x10ffff, little_endian>, wchar_t> convertW;

wstring pluginPathW = convertW.from_bytes(

          reinterpret_cast<const char*> (&pluginPath[0]),

          reinterpret_cast<const char*> (&pluginPath[0] + pluginPath.size()));

 

 

This works great in After Effects, which corresponds to 50% of my audience! Unfortunately, it fails miserably in Premiere where PF_PlatData_EXE_FILE_PATH_W simply returns an array of noise it seems.

 

Has anyone had success with using PF_PlatData_EXE_FILE_PATH_W with Premiere? Or is everyone secretly still using the deprecated version?

 

Best,

Jannik

Select a specific effect in the Effect Controls panel.

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Hi,

 

Is there any way in the SDK API to select an effect in the effect controls panel?

I'm applying an effect in my plugin using AEGP_ApplyEffect, and everything works great. However, if the Effect Controls panel is not visible (other tab selected at the time), It can be difficult for the user to spot the new effect. So I want to select the effect I just applied, or at least focus/switch to the Effect Controls panel, where all the effects show up after being applied.

 

Thanks!

renderAsync() in AE SDK 2017.1 not working?

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Hi,

 

I'm working on an After Effects plugin using SDK 2017.1 (14.2). The code currently renders using the blocking call AEGP_SetRenderQueueState(AEGP_RenderQueueState_RENDERING). I replace that with the async script call but rendering doesn't start.

 

I use AEGP_ExecuteScript() to run

app.project.renderQueue.renderAsync();

And then loop waiting for the render state to change to stopped. The script runs, ExecuteScript returns, and my loop starts. Problem is, the loop runs indefinitely and I can see in the After Effects UI that rendering has not started.

 

What else do I need to do to get renderAsync() to make rendering start? Or is it currently broken? I saw in another post Re: How to Render in AEGP with AE 2015??!! that renderAsync() was blocking in AE 2015.

 

Thanks!

PF_AppProgressDialogUpdate problem in AE SDK 2017.1

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Hi,

 

I'm writing an After Effects plugin using AE SDK 2017.1 (14.2) on Windows 10. My installed After Effects is up to date (2017.2 Release, 14.2.0.198). The progress bar in my progress dialog isn't displaying correctly. Before a render is started, the bar is correct but the text below is wrong. And during a render, both are wrong.

 

Before rendering starts: correct bar size and %, incorrect text below it. I put in a sleep to artificially delay before render starts. Normally this state is just a quick flash.

Importer dialog before.png

Once render starts, bar size, %, and text below always show zero, regardless of countL and totalL values.

Importer dialog during.png

 

My plugin creates the dialog, does multiple renders in a loop, and disposes of the dialog. Here's my code related to the dialog:

 

// Create dialog

SUITE_APP->PF_CreateNewAppProgressDialog(reinterpret_cast<const A_UTF16Char*>(L"Exporting to NewBlue Titler PRO"), nullptr, false, &m_dlgPtr);

 

// Add a composition to render queue and start render

SUITE_RENDERQUEUE->AEGP_AddCompToRenderQueue(compH, path.c_str());

SUITE_RENDERQUEUE->AEGP_SetRenderQueueState(AEGP_RenderQueueState_RENDERING);

// Update dialog after each render

SUITE_APP->PF_AppProgressDialogUpdate(m_dlgPtr, currentVal, currentTotal);

 

// Dispose of dialog

SUITE_APP->PF_DisposeAppProgressDialog(m_dlgPtr);

 

It's as if the dialog gets reset every time a render begins. And the text below the bar ("Saving project... 90% complete") doesn't get updated at all from PF_AppProgressDialogUpdate.

 

Also, the After Effects CC 2017.1 SDK Guide PDF documents App Suite 5. But the SDK actually has PFAppSuite6, and all 3 dialog-related functions are new in App Suite 6.

 

Any suggestions to get the dialog's progress bar displaying correctly during renders?

Can't access params in sequence setup

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Hi. I'm getting bad access if I try to access a parameter in sequence setup, even though sequence setup is passed the params array and is called after params setup function. Is there a reason that params can't be access here?

 

I was hoping to have a param slider called seed, and then in sequence setup use that param as the seed. If the seed slider changes, then I'll call SequenceResetup.

Thanks.


How to fetch current frame from the main preview window?

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Hey guys,

 

Is there a way from within a plugin to fetch the actual frame under the playhead that is displayed in the main preview window? Even if the plugin sits on the clip that is not currently selected?

Or another scenario - the plugin is applied to the adjustment layer - how to get the current frame in the plugin?

 

Thanks in advance,

Tom

AEGP_GetEffectLayer returns error 515 in PPro CS4.1

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Hi,

 

I'm trying to bring a plugin that we have working on AE CS4 over to PPro CS4. I can't seem to get a layer handle in the latest PPro - though I'm fairly sure this code worked in PPro 2.0

 

if (! in_data->pica_basicP ) return;
      
AEGP_PFInterfaceSuite1*    i_pf_interface_suiteP = 0;       
       
if ( 0 != in_data->pica_basicP->AcquireSuite(kAEGPPFInterfaceSuite, kAEGPPFInterfaceSuiteVersion1, (const void**)&i_pf_interface_suiteP) ) return;
       
AEGP_LayerH    layerH = {0}; A_Err err;
if ( (err = i_pf_interface_suiteP->
AEGP_GetEffectLayer(in_data->effect_ref, &layerH )) == 0 ) {

//... do stuff...

}


The call to AEGP_GetEffectLayer is giving back an error of 515. I can't look up the code using AEGP_GetLastErrorMessage as PPro doesn't seem to provide a AEGP_UtilitySuite, and I can't find this error code in the SDK headers (I'm using the AE CS3 SDK).

 

Can anyone help?

 

thanks,

Hugh

Develop a simple After Effects plugin in C# ?

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Hello,

 

I would like to create a simple After Effects Plugin using C#.  The plugin will have a small screen with a couple simple controls . This plugin will run in After Effects on a Windows machine.

 

I am new to Adobe After Effects .

 

Can you point me to a SDK , tutorials etc ?

 

Thanks a ton,

Peter

How to get a list of selected layers in AEGP?

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Hi! I am writinga AE commandthat requiresinformationabout the selectedlayers.
I can notfind a way todetermine thelayer is selectedor not.

AEGP_COMPSUITE9 contains the AEGP_SetSelection but not AEGP_GetSelection.

Any idea?

Can't load plugins in the MediaCore folder

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So, my After Effects is installed in "E:\Adobe\After Effects CS6",so the MediaCore folder's path is "E:\Adobe\Common\Plug-ins\CS6\MediaCore".

I just started to learn the SDK yesterday. When I was playing with the samples in the SDK, I set the output folder to the MediaCore folder, After Effects won't load the plugins in this folder. I have to copy the plugins to the plugin folder in After Effects support files folder.

If I set the output folder to the plugin folder of After Effects, After Effects keeps crash.

What should I do?

I'm using Windows 7 Ultimate sp1 64 bit, After Effects CS6 and Visual Studio 2010 Ultimate.

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