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How to edit AF files without open After Effects application

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Hello, guys.

 

I am trying to edit aep files without opening After Effects application? ,by CMD command or SDK whatever...

My concern is that I open aep files without opening After Effects application.

and then run some jsx scripts then save and close the files. And after that, I render them out.

The whole process what I need is not to open the application.

Is there anyone knows this task?

 

Thanks.


Users receiving error: Couldn't find main entry point for myPlugin.plugin (48::72)

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Hello all,

 

I've recently released a plugin into the wild and a few (1/20) people have been receiving this error.

 

A cursory search on that code doesn't really give me a lot of helpful information about what, if anything, could be going on in my code to generate it.

 

Maybe it has nothing to do with my code, and rather is a system configuration thing, but I'd like to know that for sure.

 

I've got one guy with this system:

OS - 10.6.8

AFX CS5

AFX CS3 + CS4 are also installed on the system


and another:


OS X 10.7.5 Mac Pro 2.66 ghz quad core
14 GB RAM
AE version CC (12.2)

 

Any ideas..?

When is it OK to run a java script using AEGP_ExecuteScript.

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Hello, I am writing a plugin using the c++ SDK which takes the fonts names of the current selected composition.

Get the font name is done by executing a java script and this code is a part of the idle hook.

My problem is that when a model window of after effects is open, i get popup messages telling me that it is not allowed to execute a script while a model window is open.

Also, when i try to edit a text i get a strange message saying: "need to focus on ourselves".

 

Is there any way to ask after effect if it is OK to run a script?

 

Thanks!

can someone guide for after effects plugin development??

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Can someone guide for after effects plugin development??

Its very hard to find directions to do one.

 

Have written some scripts in extended script with support of adobe community and online tutorials.


But i know Plugin development is not easy task but my curiosity kills me if i dont try.Can someone plz guide.

 

I have downloaded SDK CC 2015. There are bunch of examples, template Skelton, AEGP folder.All Visual studio solutions.

When i try to open it, it says project not loaded some installation components are missing, reinstall by turning microsoft visual studio c++ 2015 on.

 

Can someone just share a very small step by step brief from start to end.??

 

From Coding to .aex format??

 

thanks

How to delete keyframes?

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I want to delete all keyframes from video, how can I do this?

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!

how to pass value to other effects in background

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Hi. i have a slider named VALUE. i wana link this slider to some other effects. i can link it with expressions but the problem is about user can see those effects in effect controller. i want make a effect plugin that just have a slider that linked to other effects. then user cant see those plugins in effect controller window. is it possible?

thanks

Looking for an after effects plugin developer

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I have an idea for an AE plugin so I’m looking for an AE developer to assist with the build of the plugin. This is a paid gig and I would require quotes And possible examples of previous work.

 

(email address removed by moderator

to reply to the poster, please use the forums

messaging service. Click on the persons avatar

and select 'message')


How to convert after effect plugin to premiere pro plugin?

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Hello, everyone!.

 

I hope everyone is well.

I'd like to convert a after effect plugin to premiere plugin. Is it possible and easy?

If so, how can I convert simply it?

 

Thanks.

Igor.

How to pass string param to After Effects c++ plug-in?

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Hi All,

I am new in After Effects. I just want to know, Is there any way to pass string parameters to After Effects plug-in from outside the application? Or is there any sample project or help file which I can refer?

 

Thanks,

Siddhesh

Motion blur number of samples

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Hi. I'm using transform world with two matrices to get motion blur. I'm inheriting the shutter angle and phase from the composition settings and that works well, but it's not taking into account the current compositions number of samples. If I set the number of samples (both per frame and adaptive) to absolute maximum (100+) or absolute minimum (2), nothing changes. Whilst other layers with motion blur honor this change and now only have two samples. Any ideas? Thanks.

Run a script from AEGP as soon as project is loaded

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Hi,

I have a very specific and maybe a little bit weird intention. I want a script to be executed inside aegp plugin as soon as project loaded. I tried registering an idlehook function and placing AEGP_ExecuteScript function into it. But this function get called too early, as soon after effects starts, but before project loads.

I also tried cheating and using this function from Project suite   suites.ProjSuite6()->AEGP_GetNumProjects(&num_projPL) == 1   to check whether a project is loaded or not and then call ExecuteScript function. But it didn't work.

Is there any way to get this job done, maybe  an aegp function which will let know if project has been loaded or not?

 

Thanks!!

AEGP_ExecuteScript

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Hello

 

I have a problem using script from sdk.

 

When in script editor I run this code, my project load with any problem

 

function openProject(filename) {

     if (app.project != NULL)

       app.project.close(CloseOptions.DO_NOT_SAVE_CHANGES);

     var myFile = File(filename);

     if (myFile.exists)

       app.open(myFile);

     else

       writeLn("no such file or directory!");

}

 

openProject("C:\\MonDossier\\bandeau défilant.aep");

But when my plugin call, this function, After Effect crash "an strange error with ae.blitpipe"

/* some includes here! */

#include <AEGP_SuiteHandler.h>

#include <AE_GeneralPlug.h>

 

 

#define OPEN_PROJECT "function openProject(filename) { \

if (app.project != NULL) \

          app.project.close(CloseOptions.DO_NOT_SAVE_CHANGES); \

var myFile = File(filename); \

if (myFile.exists) \

          app.open(myFile); \

else \

          writeLn(\"no such file or directory!\"); \

} \

openProject(\"%s\");"

 

 

std::string Do(SPBasicSuite* sp, AEGP_PluginID id)

{

          std::string lReturnedValue;

 

 

          try

          {

    A_Err err = A_Err_NONE;

    AEGP_SuiteHandler(sp);

    AEGP_MemHandle resultMemH = NULL, errorMemH = NULL;

    A_char *resultAC = NULL, *errorAC = NULL;

    A_char scriptAC[AEGP_MAX_MARKER_URL_SIZE] = {'\0'};

    A_bool encodingB = TRUE;          // my file to load may have non ascii char

 

 

    sprintf(scriptAC, OPEN_PROJECT, "C:\\\\MonDossier\\\\bandeau d\u00E9filant.aep");

    ERR(suites.UtilitySuite5()->AEGP_ExecuteScript(id, scriptAC, encodingB, &resultMemH, &errorMemH));

    bool lAnErrorOccured = (err == A_Err_NONE);

    ERR(suites.MemorySuite1()->AEGP_LockMemHandle(resultMemH, reinterpret_cast<void**>(&resultAC)));

    ERR(suites.MemorySuite1()->AEGP_LockMemHandle(errorMemH, reinterpret_cast<void**>(&errorAC)));

 

 

    lReturnedValue.assign(resultAC, strlen(resultAC));

    if (lAnErrorOccured)

    {

      lReturnedValue.append("ERROR: ");

      lReturnedValue.append(errorAC, strlen(errorAC));

    }

 

    ERR(suites.MemorySuite1()->AEGP_FreeMemHandle(resultMemH));

    ERR(suites.MemorySuite1()->AEGP_FreeMemHandle(errorMemH));

          }

          catch(...)

          {

    /* Do something here! */

          }

 

          return lReturnedValue;

}

 

I can't implement a simple box blur

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Hi,

 

I'm very new to Adobe AE plug-in development and image processing in general, so I'm probably missing something very basic. I'm trying to implement a simple box blur using the supplied convolve method in the WorldTransformSuite1, but I am unable to achieve the blurring effect. I'm doing this just as a practice - I am aware of the FastBlur function in the AEGP suite.

 

Original image:

1.jpg

 

Output image:

 

The code in Render:

PF_FpLong convKer[9] = { 0.111f, 0.111f, 0.111f,

                                            0.111f, 0.111f, 0.111f,,

                                            0.111f, 0.111f, 0.111f };

 

ERR(suites.WorldTransformSuite1()->convolve( in_data->effect_ref,

                                                                             &params[BBOX_BLUR_INPUT]->u.ld,

                                                                             &in_data->extent_hint,

                                                                             PF_KernelFlag_2D | PF_KernelFlag_CLAMP,

                                                                             KERNEL_SIZE,

                                                                             convKer,

                                                                             convKer,

                                                                             convKer,

                                                                             convKer,

                                                                             output));

 

I have mostly been referring to the Convolutrix sample provided with the SDK, and my code looks (almost) identical to the sample. I can't figure out what exactly I'm doing wrong.

'AEGP_ExecuteScript': identifier not found

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Hey guys,

 

I'm trying to execute a script from withing the panelor example from  sdk6.

 

PanelatorUI_Plat.cpp

...

 

case WM_COMMAND:

if(HIWORD(wParam) == BN_CLICKED && LOWORD(wParam) == BtnID){

i_numClicks++;

AEGP_ExecuteScript(NULL, "alert('X');", FALSE, NULL, NULL);

InvalidateAll();

handledB = true;

}

 

It won't compile => 'AEGP_ExecuteScript': identifier not found..

 

no idea what I'm doing really

 

thanks !


Supersampling

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Hey everyone,

 

I'm trying to implement something like RE:Map and I pretty much have it working close to perfect.

The issue no is that even using 16 bit UV pass edges stay jagged and I'd like to do some supersampling, but I have no clue on what the best way forward is.

 

The code was clean and readable until I started hacking away at giving supersampling a go. :/

This is the mess I've currently going. (Note this is my first time playing around with the SDK.)

 

static PF_Err
RemapFunc16(  void *refcon,  A_long xL,  A_long yL,  PF_Pixel16 *in,  PF_Pixel16 *out)
{  PF_Err err = PF_Err_NONE;  double tmp_u, tmp_v;  PF_Fixed sample_u, sample_v;  RemapInfo *contextP = reinterpret_cast<RemapInfo*>(refcon);  if (contextP)  {  // Define `in_data` (required for PF_SUBPIXEL_SAMPLE)  PF_InData *in_data = contextP->in_data;  AEGP_SuiteHandler suites(in_data->pica_basicP);  if (contextP->supersamplingMode != 1) // Supersampling!?  {  int ss;  if (contextP->supersamplingMode == 2) ss = 2; // 2x Supersampling!  else if (contextP->supersamplingMode == 3) ss = 4; // 4x Supersampling!  else if (contextP->supersamplingMode == 4) ss = 8; // 8x Supersampling!  double divisor = 1 / ((double)ss + 2.0);  int half = ss / 2;  double src_u, src_v;  int totalSamples = ss * ss;  double sampleWeight = 1.0 / (double)totalSamples;  A_u_short red = 0;  A_u_short green = 0;  A_u_short blue = 0;  A_u_short alpha = 0;  A_long xLF = ((A_long)xL << 16);  A_long yLF = ((A_long)yL << 16);  PF_Fixed sample_src_u, sample_src_v;  //PF_Fixed sample_u, sample_v;  for (int x = -half; x <= half; x++)  {  // Get supersampled u source  src_u = (double)x * divisor;  //src_u += xLF;  sample_src_u = xLF + LONG2FIX(src_u);  for (int y = -half; y <= half; y++)  {  // Get supersampled v source  src_v = (double)y * divisor;  //src_v += yLF;  sample_src_v = yLF + LONG2FIX(src_v);  // Set source point to `sourceLayer`  contextP->samp_pb.src = contextP->sourceLayerData;  // Sample src color  suites.Sampling16Suite1()->subpixel_sample16(in_data->effect_ref,  sample_src_u,  sample_src_v,  &contextP->samp_pb,  out);  // Get UV based on Red/Green from input pixel  tmp_u = ((double)out->red / (double)PF_MAX_CHAN16);  tmp_v = ((double)out->green / (double)PF_MAX_CHAN16);  tmp_u *= (double)contextP->textureLayer->u.ld.width;  tmp_v *= (double)contextP->textureLayer->u.ld.height;  sample_u = LONG2FIX(tmp_u);  sample_v = LONG2FIX(tmp_v);  // Set source point to `textureLayer`  contextP->samp_pb.src = &contextP->textureLayer->u.ld;  // Sample from `map` at UV and set `out` pixel.  suites.Sampling16Suite1()->subpixel_sample16(in_data->effect_ref,  sample_u,  sample_v,  &contextP->samp_pb,  out);  /*  red += (A_u_short)(out->red * sampleWeight);  green += (A_u_short)(out->green * sampleWeight);  blue += (A_u_short)(out->blue * sampleWeight);  alpha += (A_u_short)(out->alpha * sampleWeight);  */  }  }  //out->red = (A_u_short)red;  //out->green = (A_u_short)green;  //out->blue = (A_u_short)blue;  //out->alpha = (A_u_short)alpha;  }  else { // No Supersampling!  // Get UV based on Red/Green from input pixel  tmp_u = ((double)in->red / (double)PF_MAX_CHAN16);  tmp_v = ((double)in->green / (double)PF_MAX_CHAN16);  tmp_u *= (double)contextP->textureLayer->u.ld.width;  tmp_v *= (double)contextP->textureLayer->u.ld.height;  sample_u = LONG2FIX(tmp_u);  sample_v = LONG2FIX(tmp_v);  // Set source point to `textureLayer`  contextP->samp_pb.src = &contextP->textureLayer->u.ld;  // Sample from `map` at UV and set `out` pixel.  suites.Sampling16Suite1()->subpixel_sample16(in_data->effect_ref,  sample_u,  sample_v,  &contextP->samp_pb,  out);  }  if (contextP->preserveAlpha == TRUE)  {  out->alpha *= (in->alpha / PF_MAX_CHAN16);  }  }  return err;
}

CEP Remote debugging is not working.

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Hello All,

 

I am working on a HTML5 Panel extension.

I was able to debug the extension on chrome for few days, until one day it started behaving weird.

 

i can open the devtools using the debug port, but keyboard shortcuts dont work in console anymore.

When i type something in the console and hit return / enter key it just goes to the next line instead of executing the command,

 

Any help would be much appreciated.

 

Thanks,

How to force a rerender after PF_Cmd_SEQUENCE_RESETUP or PF_Cmd_SEQUENCE_SETUP

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How can I force my frame to be rendered after a new effect instance has been added or my project was restored from disk, given that the content may have changed depending on whether a license overlay is being diplayed?

 

Thanks!

.shape4ae Track Data

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Hey everyone,

 

Since this is kind of an unusual Question that doesn't fit in any category I'm not sure if this is the right place to post it, but I figured that the SDK Developer Community is the one that can come up with an answer for my problem most probably.

 

I'm a student of Computer Vision and currently working on a Project where I need some tracking data. Since our University has some licenses of Mocha for AE I want to try to import the data from the exported .shape4ae files.

I have currently a hard time figuring out how After Effects handles Transformations. In the .shape4ae File, there are basically two things to be found.

First of all the keyframed data of the shape of the object (e.g. the points for the xspline shape) and secondly and what is more interesting to me the information about how this shape is transformed for every frame.

There are 8 categories of data for every frame:

Translation X, Translation Y, Scale, Rotation, Shear X, Shear Y, Perspective X, Perspective Y

I wonder now how all this data for a single frame can be put in a 3x3 homogenous transformation matrix as can be found here

http://doc.trolltech.com/4.6/qtransform.html

 

It doesn't seem to be straight forward, especially the shearing. For the first frame in the sequence the values are set to perform no transform at all, so:

Translation X = 0

Translation Y = 0

Scale = 1

Rotation = 0

Shear X = 0

Shear Y = 1

Perspective X = 0

Perspective Y = 0

 

The fact that Shear Y is set to 1 makes no sense to me right now. The value should be set to 0 if this would be the value responsible for vertical shearing in a transformation matrix.

I hope that someone here can explain to me how these values are applied to create a transformation frome one point to another in after effects.

If it helps I can post a .shape4ae file in here.

 

Thanks a lot in advance!

Plugin development step

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Hi, everyone!.

I hope you are doing well.

 

I'd like to ask one question.

I downloaded both AE SDK(CS6) and PPro SDK(CC).

I'd like to make a AE plugin by AE SDK and after that, I'd like to make PPro plugin that implements same function.

I was sure it's possible to convert AE plugin to PPro plugin via forums.

 

But I need to check about one problem.

I checked sample plugins that SDK provides as default, but The structure is different together on AE and PPro.

Is it true to start the plugin development from PPro SDK or to start the plugin development from completed AE plugin?

 

(should I ask about that on PPro forum?)

 

Regards,

Igor.

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