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Unit testing for After Effect Plugin

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Hi everyone,

 

I currently trying to apply unit testing on some of the plugins I made for after effects. For development I use C++ but I haven’t found documentation about this.

 

Any of you know if there is possible to do it?

 

I hope you can help me or provide me any guidance to know if there is possible to do unit testing to the plugins I made.

 

Thank you.


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

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.

How to remove a proxy

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Hi, I was trying to export my video and ened up exporting it as a proxy video now it has the red bar saying proxy enabled I just wanted to now how to remove the proxy from the video as the quality has decreased a significant amount. Thank you in advance for your time and answers.

Premiere Pro - Checkout current layer with applied effects?

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Hey guys,

 

I'm working on a plugin that should work in AE and in Premiere Pro.

My question is about the latter one - is it possible to checkout a current layer where the plugin is applied and get access to the image already processed by the plugins that are before my plugin?

 

Example:

We have a clip with 2 effects:

1. Lumetri

2. My plugin

 

I want to be able to open a dialog window from my plugin and show the image with changes made in Lumetri. What I get is the RAW unprocessed image "before" the lumetri changes.

 

Any hints?

 

Thanks in advance,

Tom

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.

Error Applying Plugin - Couldn't Find Entry Point (48::72)

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Hi all,

 

Someone who bought my plugin reported these errors when applying it:

 

invalid filter (25::3)

couldn't find main entry point for myplugin.plugin (48::72)

 

They're using CS6 on Snow Leopard 10.6.8 on a Mac Pro 3,1 so it should work okay (the effect has been compiled as a 64-bit plugin using the latest XCode, on Mountain Lion 10.8.5).

 

Just wondering if anyone here has ever had this issue, and how they resolved it.

 

Thanks!

 

Christian

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.


Shader effect

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Hi there, and sorry for the noob question, but I couldn't find a clear answer elsewhere.

Just wanted to be pointed in the right direction.

 

I have a pretty good experience coding GLSL, HLSL and OGSFX shaders, and a bit of compute, and wanted to make a plugin to help me and my team compose rendered scenes. But never coded anything in after effects besides ExtendScript.

 

It would be basically a deferred shading using pre rendered AOVS as inputs, like position, normal, albedo, uv maps etc... So it would do some quick retexturing, additional lighting, SSAO, depth of field etc.

 

I am a bit confused about what to use. I know there is the GPU effect rendering, but is GLator the way to go in this case?

 

Also do you guys recommend any courses for coding for after effects on windows?

 

Thanks a lot for your time!

Trouble getting the SDK examples working "invalid filter 25::3"

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Hey guys,

 

so here's the problem; I can't get the SDK examples working. I'm using Win7 and visual studio 2012 to compile the examples. No error messages after compiling but when I try and use the plugin in AE, it says, invalid filter 25::3.

 

Here's what I've done so far:

 

 

  1. Install Visual Studio Express 2012 for Windows Desktop.
  2. Install the Windows 7.1 SDK.
  3. Install Visual C++ Express 2010.
  4. Install Visual Studio 2010 SP1.

 

 

I've tried compiling in Visual studio 2012 and in 2010, both with the standard compiler and with the WIN 7.1 sdk but I keep getting the "invalid filter 25::3" error message

 

Any suggestions ?

 

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

AEGP_GetCompDuration ?

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Hi all,

 

I need to know the duration of a comp.

I can see in AEGP_COMPSUITE10 functions like AEGP_SetCompDuration, AEGP_GetCompDisplayStartTime, AEGP_GetCompWorkAreaDuration etc.. But why there isn't any AEGP_GetCompDuration in order to retrieve the duration of a comp ? Or any other functions to retrieve the number of frames ?

 

Thanks !

Unable to open resource file

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Somehow in my development efforts I did something that makes After Effects put up a message when it starts saying "Unable to open resource file SmartyPants.plugin 3::54".  I have been struggling with effects based on SmartyPants and even tried at one point to build an older version of SmartyPants.  I can just click OK and After Effects carries on, but since I am starting it over and over again during the day, I'd like to get rid of the message.  I have used Finder to remove every file on my computer with SmartyPants in its name and I have uninstalled and reinstalled After Effects.  I still get the message.

 

Does anyone know what is causing this message and how I can stop it?

how can I get the pluginID in Effect type plugins?

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Hi,

I am craeting Effcet plugin and I want to get the PluginID because I want to execute the script file using AEGP_ExecuteScript() function?.

so Could you please tell me how can I get the pluginID in Effect plugins?

Thanks
Manjunath G

getting "Unable to run script at line 1: syntax error" error?

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Hi,

I want to run a script using the AEGP_ExecuteScript() function. but I got an error "Unable to run script at line 1: syntax error". what could be the rea son for this? shall I inlcude anything extra info in my project?

Below is the code ...

char scriptPath[] = "F:\\Documents and Settings\\akshays\\Desktop \\Active Shutter.jsx";

A_Boolean platform_encodingB = 'B';
AEGP_MemHandle outResultPH0;
AEGP_MemHandle outErrorStringPH0;

utilitySuite5->AEGP_ExecuteScript( pluginID, scriptPath, platform_encodingB, &outResultPH0, &outErrorStringPH0 );

please help me.

Thanks
Manjunath

How to install AEX in Premiere Pro 2.0?

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Hi,

I copied my AEX (effect plugin) file into the following folder:

Adobe Premiere Pro 2.0\Plug-ins\en_US

and then started Premiere. But my plugin was nowhere to be found. Are there some installation steps required?

Thanks,
Neil

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.

Not sure why I get parameter count mismatch with param group.

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Hi Again,

 

So, for all you regulars out there, I'm sure you're getting tired of my questions.  I'm in the thick of development with AE plugs, so I'll probably be here more often than you'd like!

 

I'm having trouble understanding why I'm getting a parameter count mismatch error when I group some parameters with PF_ADD_TOPIC().

 

Here is the enum I have in my .h file:

 

enum {    MY_TOPIC_LAYER_START,    MY_ENABLE_LAYER,    MY_FORM,    MY_TOPIC_LAYER_END,    MY_NUM_PARAMS
};

 

Here is the code I have in my ParamsSetup():

 

{          PF_Err                    err                    = PF_Err_NONE;          PF_ParamDef          def;    AEFX_CLR_STRUCT(def);    PF_ADD_TOPIC("Options", MY_TOPIC_LAYER_START);        AEFX_CLR_STRUCT(def);        PF_ADD_CHECKBOXX("Enable Layer", true, PF_ParamFlag_CANNOT_TIME_VARY, MY_ENABLE_LAYER);        AEFX_CLR_STRUCT(def);        PF_ADD_LAYER("Form Group", 0, MY_FORM);    AEFX_CLR_STRUCT(def);    PF_END_TOPIC(MY_TOPIC_LAYER_END);    printf("\nMy Plugin has %d parameters",MY_NUM_PARAMS);          out_data->num_params = MY_NUM_PARAMS;          return err;
}

 

So, why am I getting a parameter count mis-match error?  What do I need to change?

 

Thanks!

Create Puppet Pin programmatically

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Hi all,

 

I'd like to ask whether is it possible to create puppet pins programmatically...

 

I have tried to copy stream structure ("ADBE FreePin3", "ADBE FreePin3 Mesh", "ADBE FreePin3 PosPin Position", ...) of manually created pins with

corresponding values, but when I create streams this way they are disabled (AEGP_DynStreamFlag_DISABLED - and greyed out in UI).

 

I suppose that the vertex index "ADBE FreePin3 PosPin Vtx Index" is just an index to the array stored internally as arbitrary data so the mesh and pins must be created somehow before setting these values.

 

I've found this thread where they try to do the same thing using scripting (also without success  )Create Puppet Pin on existing mesh via scripting

 

I have some ideas about how this could be done using SDK, but all of them involve diving in very dark waters..

- call the EffectSuite::AEGP_EffectCallGeneric method with fake mouse click events (PF_Cmd_EVENT) or some direct PF_Cmd_COMPLETELY_GENERAL commands if the FreePin effect supports it

- use "FreePin Suite" - which is not a part of public SDK but can be aquired using AquireSuite... - but as it's not public I suppose it operates with memory which is not so safe to touch even if I managed to get/create proper header file for this suite

 

Maybe there is a simple elegant way of creating these pins which I completely overlooked, so I would be really thankful for any suggestions

 

Thanks a lot!

 

Martin

Remove Cinema 4D Plugin

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I'm trying to slim down the After Effects install for my render farm. The After Effects install is 2.5 GB and 721 MB of that is the Cinema 4D plugin. I tried deleting the plugin but After Effects refuses to start if the plugin doesn't exist even though it's not in the "Required" directory.

 

Is it possible to remove the Cinema 4D plugin from After Effects?

 

I tried fooling AE by compiling my own empty plugin named "Cineware_AE_Effect.aex" but I probably have the PiPL values incorrect.

 

Anyone have ideas?

 

Thanks!

Rob

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