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IdleHook not called while animation is running

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I was surprised, though it makes sense because it is, after all, named idle.

Is there no way to register a callback that gets called every frame, whether animation is running or not? You know, a standard update function.

If not, does it mean I have to use an OS-dependent event loop? (is this even possible? will AE behave properly if I get streams, keyframes, insert keyframes, etc., outside of its callbacks?)


Build with opencv ?

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Hi all !

 

Trying to experiment with opencv. it's working fine but I can't succeed to compile it with the static libraries, it's still requiring the dylib files, which is not very useful for distribution. Can't find the answer on the interwebs   (I'm on Mac BTW. Haven't tried on Windows yet)

 

So I'm wondering if anyone here knows how to either:

 

A- Compile a plugin with opencv embeded in it (no need for the opencv dynamic libs)

or

B- How do you properly distribute a plugin that needs external libs ?

 

Thanks !

Gab

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

Parameter groups and Debug to Release

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Hello,

 

I have created a plugin and I am facing two issues right now. Firstly, my UI is a bit cluttered. I read all the SDK but couldn't find enough information on how to create Parameter Groups.  Secondly, can anyone tell me how to convert the plugin from Debug to Release in Xcode and on Windows? Also everytime I change the Outflags, AE throws an error saying that theere is a mismatch with PiPL. How is that PiPL number calculated? Is that just a hex number?

 

Thank you very much in advance.

After Effects and OpenCV

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Hi,

 

I have been trying for days to get OpenCV to work with After Effects.

The code compiles, but this simple line of code (or any other line of OpenCV code) makes the program crash straight away :

 

cv::Mat(rows, cols, CV_8UC4, data);

 

(where rows and cols are integers and data is a void*)

 

The code is in a function and I'm not even calling that function yet.

 

This is the full function:

 

cv::Mat GetMat(int rows, int cols, void * data)

{

     return cv::Mat(rows, cols, CV_8UC4, data);

}

 

Has anyone got an idea?

 

Thanks.

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.

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

Possible to call / load an external DLL in GlobalSetup()?

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Hi Again

 

So, I'm needing to use a DLL provided to me by a third party.  I need to call a function from it in GlobalSetup().  I've linked the DLL (x64) correctly as Visual Studio is building the .aex just fine.  However, when I go to debug and apply the effect to a solid, for exampe, AE tells me:

 

After Effects error: plugin "testplug.aex" could not be loaded (126).

(48 :: 46)

 

Then, I click 'OK', and when I apply the effect again it gives me the following error:

 

After Effects error: invalid filter

(25 :: 3)

 

From my experience this usually means that After Effects cannot find some kind of DLL, but I might be wrong.   When this error comes up, I do see the following in Visual Studio's debug output:

 

First-chance exception at 0x00007FF8BB0D871C in AfterFX.exe: Microsoft C++ exception: long at memory location 0x000000000083AE78.

First-chance exception at 0x00007FF8BB0D871C in AfterFX.exe: Microsoft C++ exception: long at memory location 0x000000000083AFAC.

First-chance exception at 0x00007FF8BB0D871C in AfterFX.exe: Microsoft C++ exception: long at memory location 0x000000000083B610.

 

I doubt that means anything, but just thought I would share that info in case it does.

 

I've pinned down the problem to the first line of code that calls a function from the third-party DLL.  When I comment out that line, everything is okay, but when I uncomment it, I get the errors above.  So, my question is if there is anything I can further to do debug the DLL issue.  The DLL was just shipped with an SDK, so I don't have access to the source.

 

If there is any insight you all can offer, I would be most appreciative.

 

Thanks and best,
Arie


PF_OutFlag2_I_USE_3D_CAMERA

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Hi guys!

 

I'm curently using PF_OutFlag2_I_USE_3D_CAMERA, and I'm using it on a 3D layer. Without explaining it all, I need to seperate camera moves from layer moves, so I need to have my layer's 3D flag set AND this camera flag set.

My effect works fine so far, except this annoying modal box warning me that the effect should be applied to 2D layers (which is wrong in my case...) and this "!" sign over the "3D cube like" icon of my effect.

 

Does anyone know how to get rid of it (at least the alert)? How to tell AE that I DO need this flag even if my layer is 3D?

 

Thanx,

François

TCP issue

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Hi,

 

I'm using Boost Asio library to send data to the server over TCP in my plugin. Here is piece of code I'm trying to run from Render() function:

 

boost::asio::io_service aios;

boost::asio::ip::tcp::endpoint ep(boost::asio::ip::address::from_string("127.0.0.1"), 8000); // use localhost and port 8000

boost::asio::ip::tcp::socket sock(aios);

sock.connect(ep);

sock.send(boost::asio::buffer(message));

 

This code crashes in the last line with the following error message: "The system detected an invalid pointer address in attempting to use a pointer argument in a call".

 

In the same time this code works fine from the standalone application. Moreover, if I run this standalone applicaion as a child process from Render() function, all things work correctly.

 

What may be the reason of the described behavior?

 

 

Thanks,

Ilia

GLator copy won't coexist with GLator

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After Effects 2018 (plug-in SDK), Visual Studio C++ 2017, Windows 7 (x64)

 

Attempting to make my own GLator versions, I first copied GLator to GLatorExp (changing all occurrences of "GLator" to "GLatorExp", and "successfully" compiled and deployed both original and copy.  Both appear on the Effects menu, and both plug-ins work perfectly.  However when I add either one after adding its "twin" to the workspace, I get "After Effects error: invalid filter (25::3)".  So it appears that I can only run one shader plug-in at a time. Yet I can add several instances of either GLator or its "twin" without issue.  I assume there is an issue with identity.  Yet I renamed the source files and shaders, and edited the names in all of the source files including the .r.   I haven't yet tried any of the other example plug-ins to see whether they suffer a similar issue, but I compiled and loaded all without issue.

What am I missing?

Reload plugins without restarting AE CC

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Is is possible to reload effect plugins in After Effects CC without restarting the whole application?

 

I am developing a new effect and would like to be able to load a new build of the effect without have to constantly Quit and restart After Effects.

Can Anyone help me with C++ Headers for After Effects Plugins?!

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Can anyone help me understand this piece of the plugin header

**BTW it is used in the 2015 AE SDK**

It started making sense and then i just got lost

==============================================

 

enum {

  PORTABLE_INPUT = 0, // default input layer

  PORTABLE_SLIDER,

  PORTABLE_NUM_PARAMS

};

 

 

enum {

  PORTABLE_DISK_ID = 1

};

 

 

typedef struct {

  A_FpShort slider_value;

} PortableRenderInfo;

 

 

#define PORTABLE_MIN 0.0

#define PORTABLE_MAX 200.0

#define PORTABLE_BIG_MAX 200.0

#define PORTABLE_DFLT 10.0

#define SLIDER_PRECISION 1

#define DISPLAY_FLAGS PF_ValueDisplayFlag_PERCENT

 

 

extern "C" {         

How to properly use a .dylib in a plugin on OSX?

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Hello All,

So after using the much appreciated help here on the forums, I was successful at loading a third-party DLL that I needed to use in my plugin on Windows.  Now, I'm moving onto OSX and have a .dylib file that is effectively the equivalent of the DLL in OSX.  My question is how do I properly load the .dylib on OSX for my plugin to work within AE?

 

Many thanks for your time and help!


Best,
Arie

How to disable some params when a checkbox is checked?

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Hi All,

 

I'm trying to disable a set of parameters in the effect I'm building when another parameter—a checkbox—is checked.  Then, when the checkbox is unchecked, I'd like those same parameters to be enabled.  Is this possible by using AEGP_SetDynamicStreamFlag and AEGP_GetDynamicStreamFlag?  If so, how would I go about doing that?

 

Thanks!


—Arie


Visual Studio 2013 unable to debug - The request is not supported

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Hi,

I'm new in AE plugin development. I can build and run code from after effects (cc 2017), but when I try to debug like it says in the SDK Guide, VS says "Unable to start program  C:\Program Files\...\AfterFX.exe. The request is not supported.

I tried starting both programs as administrator, checked my settings and so on.

How can I connect VS to After Effects to debug?

Thank you.

After Effects error: crash occurred while invoking plug-in "Scripting"

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Hello.

 

I am running a script by using AEGP_ExecuteScript in plugin.

But I am getting a error message when I close AE on my MAC.

 

 

It doesn't appear on my PC and there is only on my MAC.

 

How can I fix this issue?

 

Thanks.

Anthonie.

Clash With Another AEGP

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I recently had a ticket filed for my new plugin Bang where the user got the following errors when he started AE, just after installing the plugin:

 

After Effects error: internal verification failure, sorry! {Idle Hook already registered for this

plugin} ( 5027 :: 52 )

 

After Effects: AEGP Plugin AEGP Internal: Error initialising qpBangUtil! ( 5027 :: 12 )

 

The first error generated by AE, the second an error returned by my AEGP.

 

The upshot was that he couldn't use Bang as it relies on the IdleHook of the AEGP to intercept a new instance of the plugin, which then adds the remaining module plugins to the layer.

 

It took some investigation, mostly on his part, to discover that there was a conflict with Roybyte's Comp Screenshot plugin, itself an AEGP. When he removed the Comp Screenshot aex from his Plugins folder Bang worked normally with no startup errors.

 

I thought it could stem from us both using the same value in the PiPL (16000), which I didn't think/know to change. However I've tried changing this value (and the subsequent plugins within the PiPL and I still get the errors on startup.


To be clear I'm talking about the following value:

 

// BANG UTILS AEGP

resource 'PiPL' (16000) {

{ /* array properties: 7 elements */

/* [1] */

Kind {

AEGP

},

...

 

AFAIK there is nothing in the documentation about how these numbers should be set, or even if they should be changed.

 

I also thought it could be the AEGP_PluginID value used to register the idle hook amongst other things. It's set to 0L in my code, which seems to be the only value that works (other values, or using the passed aegp_plugin_id from the EntryPoint return the error

 

After Effects error: internal verification failure, sorry! {Plugin ID is invalid}

( 5027 :: 52 )

 

on startup.

 

I'm sure it's something obvious, but I don't know what!

 

Any ideas please?

 

Thanks, Christian

Creating custom renderer with the SDK

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Hi,

Im new to the SDK and I dont know where to start,
Is it possible to create a custom renderer with the SDK?
If possible I would like to create a component that will create bitmaps (.png files) but using custom optimizations that are not covered in the default formats.

 

Another question, the Skeleton project outputs an effect, is it possible to create something other than an effect?

After Effects - (more) realistic lens blur ?

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Hello Everyone,

 

The built-in lens blur creates ugly edges and lots of unrealistic nonsense when set to high(-ish) values, and all other lens blur plugins I tried do the same. (seem to be the same blur with fancy UI changes.... I'm looking at you, Boris FX)

After some researching and thinking I realized that they are all making the same mistake: they are using all the pixels in the kernel to generate the output pixel, and the z value from the depth map only determines matrix size for the blur per output pixel.

Which just isn't correct.

 

It should discard all pixels from the kernel that have a z (and alpha) value lower than that of the input pixel.

and factor the blurriness of each pixel at its z value into the weighting.(to avoid bleeding around edges of in-focus pxels with higher z-values)

 

I am a noob to image processing, and not capable of writing a kernel that discards pixels with lower z/alpha than the input pixel....

 

 

a second thing that would be cool to do is to use a bokeh map for the weighting of the pixels in the kernel ....

 

(I understand that this, still, wouldn't make for a perfect lens blur, but I guess it's as far as one could go with a 2D image and a depth map...)

 

does anyone feel like helping me with this?

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