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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 interface with After effects from external application

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I have a midi (Mackie compatible) controller (jog wheel, sliders, encoders, display’s), and I want to control Adobe after effects with it.

 

The way I see it:

 

[MIDI CONROLLER] <===> [MY PROGRAM] <===> [After effects]

 

So my program needs to communicate bidirectional with the midi controller and after effects.

 

My main programming experience is Delphi (pascal language), and would like to develop the program in it. But if this is not possible or another language is more suitable than I’m willing to develop it in another language. I’ve some experience with C, Javascript, Php, Phyton.

 

The [MIDI CONTROLLER] <===> [MY PROGRAM] communication won’t be a problem, I’ve done this before and there is enough information on the internet.

 

The problem is communication with After effects. I don’t know where to start and I would really appreciate it if someone could give me some pointers how to handle it. I won’t mind if I need to run a script inside after effects to communicate with my program, but I don’t want the script to talk directly to the midi controller. (In a later stage I want to make the program compatible to other applications as well.)

 

There are several programming options inside after effects. You have the basic expression scripting, but these only affects the scripted layers (design elements). You also have scripts, and maybe this can communicate with a secondary application outside after effects. And I believe there is some kind of api, but I really don’t know nothing about it. The information and sample’s on the internet is sparse about this topic.

 

What do I need:

 

I want to know and control thinks like:

 

- the current timecode

- the opacity of selected layer

- the rotation of selected layer

- the scale of selected layer

- Preview / slice layer / select layer etc.

 

 

 

And it would be great if I can get some interrupt if one of these changes.

 

In my search I found a new device that can control these parameters:

https://palettegear.com/

 

That’s exactly what I want to create, only instead of a closed controller, I want to use universal midi controllers. So it seems possible, I only need to know how they did it.

Text justification using AEGP

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Is it possible to retrieve the text justification of a text layer using AEGP suites ?

 

The jsx equivalent is

var just = layer.property("ADBE Text Properties").property("ADBE Text Document").value.justification;

 

Thanks

Output param and call of standard effects from API

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I have two questions.

1) how can i output parameters? The supervise option is usefull to make a change in parameters each time a parameter is changed... but if i want to change a value of parameter according to my image, how can i do?
I want to compute some point or color, and make them available in the parameter windows so that it can be connected afterwards with expression to other effects parameters...
Using arbitrary type + event callback would solve the problem?

2)My second question is: can I apply from the API an effect other than the one I am working on?
for example, I would like to apply a color key effect on the input layer before I apply my effect. Is it possible? or am i oblige to either program again colorkey, or apply it before outside the API?

Change of NativeFPS

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Hello.

Please answer two question.

1. Can NativeFPS be changed by the AEGP_SetFootageInterpretation function?
(Even if the function succeeds, the value is not applied)

2. Can NativeFPS be changed by the AEGP_SetInSpecNativeFPS function?
in timing called the AEIO_InflateOptions function.
(Even if the function succeeds, the value is not applied)

I'd appreciate your service in advance.

AEGP_UtilitySyite5::AEGP_ExecuteScript() doesn't do anything in my effect plugin. why?

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Bonjoir All of you!,

I'm developing a Effect plugin and I wanted to execute some script using the AEGP_UtilitySyite5::AEGP_ExecuteScript() function. I have supplied all the parameters to this function. this function executing, but not doing anything. If I execute the same script via File -> Scripts -> Run Script File, then its working prefect. Why it doesn't do anyhting if I execute using the above function? what could be the reason for this?? am I missing anything??

Please any suggestions...

Thanks
Manjunath

Developer Summit May 11-15 in Seattle

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Hello After Effects developers,

You'll be interested to hear that the 2009 Creative Suite Developer Summit details are now available, and registration is open.

This year's developer summit is being held May 11-15 at the Adobe Headquarters in Seattle, Washington. You can attend live, or online via Connect. Live attendance is free (you pay for travel, hotel and meals) but is limited to 200 people. Online attendance is also free, and has no attendance limits.

Complete details are located at http://niemannross.host.adobe.com/2009csbuDeveloperSummit/index.php

mnr

AEGP / EggP? Parse aep file or use SDK?

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I am trying get all of the text layers (their text) out of an After Effects Project (7.0). I have the 7.0 SDK and I see how I might access a selected layer, but I don't see how I can get All of the text layers. So this put me onto just parsing the .aep file and seeing if I could just grab all the TextObjects from within it.

It appears that a .aep is encoded as a .eggP,(Assuming that is where we get: AEGP).

Anyway could anyone point me in the right direction.. Maybe the SDK can get all Text Objects's Text, if not how might I go about parsing the .aep file to grab them?

In the meantime I have written an after effects script that will extract all of the text layers.. Perhaps that is as good as it gets. Figured I would ask anyway.

Thanks!

Blender to After Effects exporter

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Hello!

I'm working with a couple of people on a script that allow the exporting of camera data from Blender to After Effects, here ---> http://blenderartists.org/forum/showthread.php?t=70432 the discussion about it. By the way we have some problems about how to convert blender camera rotation data (which are global) to After Effects (which use local) (if it is not clear what I mean take a look at this post http://blenderartists.org/forum/showpost.php?p=879140&postcount=84 ). If someone know the WAY we will appreciate much :)

Thank you in advance

Understanding plug-ins writing

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Hi,
I started studying AE SDK, and I have problem with understanding it. It goes about Skeleton template plug-in. There is the Render function. Here is the code:

static PF_Err
Render (
PF_InData *in_data,
PF_OutData *out_data,
PF_ParamDef *params[],
PF_LayerDef *output )
{
PF_Err err = PF_Err_NONE;
AEGP_SuiteHandler suites(in_data->pica_basicP);

/* Put interesting code here. */

ERR(suites.WorldTransformSuite1()->copy(in_data->effect_ref,
¶ms[SKELETON_INPUT]->u.ld,
output,
NULL,
NULL));

return err;
}

First: What is the ERR mackro doing? There is no description in SDK.
Second: What is WorldTransformSuite1() and what is it doing? I'v never see write : function->member_function, so it's looks like WorldTransformSuite1() is stucture initialization, however, in the class of object suites isn't any declaration of this structure/function.
Could someone explain it to me?

PS. Sorry for my english, I hope that i didn't do too many mistakes.

Drag and drop support in plugin

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Hello,

 

I was going through Panelator sample plugin code and saw that they are creating dockable panel using OS Controls. I was just trying to check if i can add code for handling any drag and drop on that panel. So i modified the code in that like this..

 

PanelatorUI_Plat::PanelatorUI_Plat(SPBasicSuite* spbP, AEGP_PanelH panelH,
                            AEGP_PlatformViewRef platformWindowRef,
                            AEGP_PanelFunctions1* outFunctionTable) : PanelatorUI( spbP, panelH, platformWindowRef, outFunctionTable)
{

 

    WindowRef hostWindow;
   
    hostWindow = (WindowRef) HIViewGetWindow(platformWindowRef);
   
    Boolean t = true;
    OSStatus status = SetAutomaticControlDragTrackingEnabledForWindow(hostWindow, t);
    static const EventTypeSpec  kDrawEventSpec[] = {    { kEventClassControl,  kEventControlDraw },
                                                        { kEventClassControl, kEventControlDragEnter },
                                                        { kEventClassControl, kEventControlDragWithin },
                                                        { kEventClassControl, kEventControlDragLeave },
                                                        { kEventClassControl, kEventControlDragReceive }
                                                    };
       OSErr    err = InstallEventHandler (GetControlEventTarget ( i_refH), // 6
                                        NewEventHandlerUPP (S_EventHandler),
                                        5,
                                        kDrawEventSpec,
                                        (void *) this,
                                        NULL);

 

}

 

and in the EventHandler func i'm checking if the eventKind is kEventControlDragEnter. My problem is what ever component i drag on the panel, it is not sending kEventControlDragEnter event to EventHandler func. Can please anyone tell me why it control doesn't come to EventHandler func.

Drag'n'Drop support for Compositions/Layers

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Hello,

 

I need my plugin to handle the drag'n'drop events. I was wondering if there is a way to drag a composition/layer from the composition item list onto the custom Qt widget I'm creating inside the AE panel? Does the AE API support drag and drop like this or should I use the OS's native drag'n'drop API?

 

Thanks in advance

Reload plugin after building...

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Would like to enquire about "SLICK DEBUGGING TRICKS" in After Effects SDK Guide (in pdf) for AE CS5 (version 10). Perhaps somebody is successful following the steps!?

I see a few problems as follows:

 

1) AE application keeps a file lock on Filter plugins (or plug-ins)

 

even if one could overwrite an effect plugin when AE process is running...

 

2) Purge All (in menu Purge -> All or Ctrl - Alt - key '/' on the numpad) does not reload the plugin; in fact this is being called in the following order:

    PF_Cmd_FRAME_SETUP,
    PF_Cmd_RENDER,
    PF_Cmd_FRAME_SETDOWN,

no request for PF_Cmd_GLOBAL_SETUP or PF_Cmd_GLOBAL_SETDOWN is made. also this thread already mentions it: http://forums.adobe.com/click.jspa?searchID=3907456&objectType=2&objectID=1798812

 

 

3) VS does not allow Edit & Continue or x64, and CS5 seems to be x64 only - how could you make use of this functionality? or documentation does not seem to be updated completely for SDK for CS5?

 

Greetings

 

mike

Premiere Elements 9 plug-in not working

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Premiere Elements 9 (MAC) is finding my plug-in "/Library/Application Support/Adobe/Common/Plug-ins/CS5/MediaCore" and I can see it on the spash screen when loading.

But I can't find my plugin anywhere in Premiere Elements.

I tried putting the EffectPreview file in with the plug-in, but that didn't work.

Where do the EffectPreview .png files go?

Are they named the same as with Premiere Elements 8 on Windows?

Plugin - insert camera

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Hello, I try to make my first plugin. Firstly, I need insert a camera, how can I do that in code? Is there some special function for it?


Taking into account the position of layer selected by layer param

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I have a plugin that has a Layer param so that I can select a layer to use as a secondary source. However, if I move around the layer that was selected in the layer param, my plugin always reads from the upper left of that layer rather than from the upper left of the composition frame. I'm not interested in the parts of the layer that are not within the frame, though.

 

Similarly, if I had my plugin on an adjustment layer and I resize and move around the adjustment layer, it still read from the upper left of the selected secondary source layer instead of reading a region that corresponds to the size and position of the adjustment layer. Now, I've figured out that I can read the position of the adjustment layer from the EffectWorld's offset_x and offset_y members. This was enough for me to fix the problem with the adjustment layer being moved around. I thought I would be able to apply the same trick to fix the issue with the secondary source layer being moved around, but the offset_x and offset_y of the layer returned from the layer param seems to always be zero.

 

How can I figure out the position of the layer selected by the layer param so that I can grab the correct region rather than always the upper left?

 

As an aside, how can I determine the composition size?

Basic plug-in questions

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Hello all.  I'm just getting started with writing AE plug-ins.  I;ve lloked through the SDK manual and built a couple of the sample projects. 

 

I have some basic questions about plug-ins:

 

If I want a plug-in to work with AE CS5 and CS6, can I just build it with the CS5 SDK, or do I need to buiild a 2nd version using the CS6 SDK?

 

Once I have a working plug-in on Windows, how much work is required to get it working on the Mac?

 

How do I decide if I should write an AEGP or Effect plug-in?  If the plug-in works with multiple layers in a composition, then I'm thinking that it should be an AEGP rather than an Effect, is that right?

 

Regards,

 

Jeff

Image / Logo in Parameter

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This might be a fairly naive question, but I've fumbled through putting together my first plugin through these forums, the sdk and sheer brute force at times ... however one thing I noticed on Keylight that I can only assume is not part of the out of the box params is shown in the following screenshot.  I was wondering if anyone has looked into doing this type of thing before, and if so how you went about doing it.  I have just have been wondering about this for a while and figured I would ask as I am almost done with my plugin.

Capture.PNG

Shape Type or Geometry

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I'm writing an exporter and need to know whether I have a rectangle, rounded rect, or an ellipse in a shape layer. How can I get this information?

 

If I can't, how do I get the geometry?

 

Thanks.

AEGP: Finding app version and AEGP_GetDriverSpecVersion

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Hi guys (Hi Sachar ;-)),

 

For effects I can get the current version of After Effects from PF_InData but I wanted to know if there was a way of getting it from an AEGP using suite functions.

The only one I found in the guides (CS5 to CC) that seems to deal with host version is AEGP_GetDriverSpecVersion ... but it doesn't seem to exist. I guess the correct syntax is AEGP_GetDriverImplementationVersion, is that right?

 

But is this the best way of checking for the host version? It should return the same thing for CS5 and CS5.5 for example.

 

Thanks

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