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What should I use to create ui for a AEGP plugin in mac

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Hey there,

 

     I'm new to plugin development, but I been doing script development for quite a long time though. I'm tring to develop a AEGP plugin. I'm going over  the "Panelator" example project(from AE CC SDK), but I don't know how to create ui stuff for the plugin panel.

 

     The example project doesn't have any example code for doing this on a mac computer, I found the examle code for windows though.

 

     So, can someone generously tell me how to do this? Should I do it with cocoa? But from what I understand, I can only use Objective-C to write cocoa ui.

 

     Thank you very much!!!!


Cairo: avoid using dll on windows?

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Hi. I'm using cairo and on mac everything is fine, but on Windows I can't get my plugin to run if the cairo .dll is not next to afterFX.exe. I tried to feed visual studio a complete .lib for cairo and set it to MT instead of MD, but when I apply it AE gives an error about an invalid effect. Sounds like a dependency error from reading the previous posts.

 

So my question is, is it possible to give visual studio a .lib so it won't need a .dll? If so, I guess I haven't configured something correctly.

How run AEGP_ExecuteScript in PF_Cmd_SEQUENCE_RESETUP cmd

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Hello,

 

I load my sequence and I need update 'app.settings.saveSetting', I try call suites.UtilitySuite5()->AEGP_ExecuteScript and get error "Unable to execute script at line 0. After Effects error: Can not run a script while a modal dialog is waiting for response."

 

Why? And how fix this?

 

Thanks!

 

P.S. If I call this on PF_Cmd_UPDATE_PARAMS_UI, it's all correct

Custom Panel UI

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I'm developing for AE CS3 on Windows.

Is it possible to create my own panel UI through the C++ interface?

I've found how to do it with the ScriptUI system, which is pretty slick, but the functionality I'm working on is a bit big, hairy, and scary to think of doing all in JavaScript.

Is the panel UI creation stuff only exposed to JavaScript and not to C++?

Thanks in advance for your insight.

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.

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?

AEGP_SetLayerFlag

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I'm trying to set layer flag from an AEGP. The flag I'm interested in is Time Remapping.
If I use
ERR(suites.LayerSuite5()->AEGP_SetLayerFlag(current_layerH, AEGP_LayerFlag_TIME_REMAPPING, TRUE));
time remapping is not enabled.

Then I test
ERR(suites.LayerSuite5()->AEGP_SetLayerFlag(current_layerH, AEGP_LayerFlag_TIME_REMAPPING, TRUE));
ERR(suites.LayerSuite5()->AEGP_GetLayerFlags(current_layerH, &layer_flagsP));
if (layer_flagsP & AEGP_LayerFlag_TIME_REMAPPING)
{
suites.UtilitySuite3()->AEGP_ReportInfo(S_my_id, "TR enabled!");
}
the message does not show up.

Other flags such as
ERR(suites.LayerSuite5()->AEGP_SetLayerFlag(current_layerH, AEGP_LayerFlag_SHY, TRUE));
or
ERR(suites.LayerSuite5()->AEGP_SetLayerFlag(current_layerH, AEGP_LayerFlag_COLLAPSE, TRUE));
pose no problem.

I should mention that current_layerH points to a layer that is a comp. I can enable time remapping using
ERR(suites.CommandSuite1()->AEGP_DoCommand(2153));
but I would prefer to avoid it.

Thanks for your help.

AEGP_LayerFlag_LAYER_IS_3D

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Hi!

 

I got a crazy problem with AEGP_LayerFlag_LAYER_IS_3D in a layer effect. I'm trying to make a layer automatically collapsed when 3D, and uncollapsed when 2D.

 

Here's my code:

 

ERR(suites.PFInterfaceSuite1()->AEGP_GetEffectLayer(in_data->effect_ref, &layerH));
ERR(suites.LayerSuite7()->AEGP_GetLayerFlags( layerH, &flags));

 

if (flags & AEGP_LayerFlag_LAYER_IS_3D) {
if (flags & ~AEGP_LayerFlag_COLLAPSE) {
ERR(suites.LayerSuite7()->AEGP_SetLayerFlag( layerH, AEGP_LayerFlag_COLLAPSE, TRUE));
}
} else {
if (flags & AEGP_LayerFlag_COLLAPSE) {
ERR(suites.LayerSuite7()->AEGP_SetLayerFlag( layerH, AEGP_LayerFlag_COLLAPSE, FALSE));
}
}

 

Using the same code with AEGP_LayerFlag_ADJUSTMENT_LAYER instead of AEGP_LayerFlag_LAYER_IS_3D works just fine...

Is there something I don't get about 3D layers?

 

Thanx,

François

 

PS: I tried with && instead of &, with LayerSuite1() instead of LayerSuite7()...


Why is fxfactory mac only?

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I'm currently installing an osx on my pc, because of some plugins for after effects.

And i was thinking why is fxfactory mac only? Is there that big of a difference between a mac plugin and windows plugin?

 

martin.

Arbitrary parameter copy/paste

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Hi guys,

I am trying to make a curve parameter.

So i created an arbitrary parameter from the color grid sample

Everything is fine, until i put two of those parameters in an effects.

I try to copy/paste a parameter value from one to the other and then i get (26, 269) error, telling me that i cannot copy paste the values between those parameters.

Is there any samples or does anyone bumped into that problem?

I use the different DISK ID, but the same refconvPV idea when adding the parameters.

 

Thanks in advance for any help

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

Multithreading

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Hi gang;

 

I'm back at this and not getting anywhere.

 

I am not using the iteration suite so I need to implement my own basic multithreading. I have read in several messages that std::thread supposedly works fine.

 

I have a function like so:

 

void FilterImage (PF_ParamDef *size_param, int cdepth, PF_InData *in_data, PF_EffectWorld *input, PF_EffectWorld *output)

{

Do stuff...

}

 

And after reviewing many threading examples, I am calling it like so:

 

std::thread t1(FilterImage,&size_param, cdepth, in_data, input_worldP, output_worldP);

t1.join();

 

I am using #include <thread> in the .h file.

 

I compile with full optimizations and /MTd mode. I do not get any compile errors. Yet when I run it in AE, I do not see all the threads being used. They run at 25% which is indicative that it is only using 1 thread. What am I doing wrong here? Any tips or suggestions?

 

Thanks,

-Rich

Changes to the loading of external DLLs, by Premiere Pro and After Effects plug-ins

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Some changes have been implemented in the upcoming versions of Premiere Pro and After Effects which may affect how your tools interact with the application.

 

What's Changing:

Plugin DLLs are no longer loaded from Working Directory and SearchPath will no longer locate DLLs in the Working Directory.

What Isn't Changing:

The Working Directory is still typically set to the application directory and the application directory is always searched for DLLs first.

What This May Affect:

  • Plugin Loading
  • Cases when a user double-clicks a file to launch Premiere Pro or After Effects
  • Cases when an application (render manager) or extension launches Premiere Pro or After Effects

 

If you would like to test your plug-ins in pre-release builds of Premiere Pro or After Effects, contact me directly.

 

Thank you for testing, and thank you for developing plug-ins for our products!

 

-bbb

def.u.td.restrict_bounds is not working

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Hi, everyone.

I have one problem.

I am creating a plugin.

I found a strange problem.

 

PF_ADD_POINT("Anchor",

50,

50,

TRUE,

ANCHOR_ID);

 

I set the `def.u.td.restrict_bounds` by TRUE.

But it is not working.

 

I found this content in AE_Effect.h.

 

If restrict_bounds is TRUE, the user will not be allowed to specify

points outside the bounds of the layer to which they are applying the

effect. If this is TRUE, the dephaults should be between 0.0 and 100.0.

 

Please let me know if you can give me any help with the error.

 

Thanks,

Igor.

Language localisation plugin for After effects

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Hi,

 

I am working on a project for one of my clients to create/ identify automated plugin/tool for Adobe After effect language localization ie. to convert the content in Adobe After effects to different languages.

 

Could someone point in the right direction as to where I find an automated plugin for the same?

If not,  just a sample plugin to get started with the project?

Any help would be massively appreciated.

 

Thanks in advance.

 

Kritika!


Effect deletion error

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Hi everyone,

 

I have two effects on the layer: my effect with index = 1 and another effect (say, 'blur', for example) with index = 0 (higher in the list). I'm trying to delete 'blur' effect on some parameter change. Here is code I use:

 

static PF_Err UserChangedParam (...) {

     ...

     ERR(suites.PFInterfaceSuite1()->AEGP_GetEffectLayer(in_data->effect_ref, &effect_layerH));

     ERR(suites.EffectSuite4()->AEGP_GetLayerEffectByIndex(NULL, effect_layerH, 0, &effectH));

     ERR(suites.EffectSuite4()->AEGP_DeleteLayerEffect(effectH));

     ERR(suites.EffectSuite4()->AEGP_DisposeEffect(effectH));

     ...

}

 

This code deletes effect, but after this I have error window: "invalid index in indexed group".

 

What's going wrong here?

 

 

Thanks,

Ilya

Command line render with AME (mp4 instead of mov)

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Hi,

 

We are command line rendering an after effects project with this command;

 

.\aerender.exe -project "D:\video.aep" -comp "Comp 1" -RStemplate "Best Settings" -OMtemplate "h264" -output "D:\\output\Video.mov"

 

However, we would like to get an mp4 file. Is it possible to run AME render instead of AE to render this comp?

 

thank you!

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.

SDK Tutorial?

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Greetings everyone,

 

I'm going through the SDK documentation pdf and I'm wondering if there is a walkthrough with the examples somewhere or it’s a “figure it out yourself” type of thing?

 

Thx,

Breakpoints in Xcode 9

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I'm having trouble making breakpoints work in Xcode 8 or 9.  They don't seem to function after I edit the code.  At first I thought I was changing something in the code that made the effect never render, but if I restarted my computer, deleted and re-selected the breakpoints in Xcode and then deleted my preferences when I started After Effects, then the breakpoints would work again (for a while).  Does anyone have any suggestions for where I should look for the cause of this problem?  Does After Effects store permanently the effect plugin in some way that means cleaning it and rebuilding it in Xcode does not completely replace it in After Effects?  Is there some setting in Xcode that I must be overlooking?  For instance if I attach to the process of After Effects do I also have to have After Effects selected as a custom executable for the Xcode project?

 

Any suggestions would be greatly appreciated.

 

Thanks.

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