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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 purge all memory?

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I'd like to purge all memory in plugin code.

is there any method for that?

 

 

Thank you.

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

How to update UI params after sequence resetup?

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Hello,

 

My plugins rename param on cmd PF_Cmd_UPDATE_PARAMS_UI

 

                            PF_ParamDef param_copy = *params[id];
                            strcpy( param_copy.name, parameter.name );

                            param_copy.uu.change_flags = PF_ChangeFlag_CHANGED_VALUE;

                            ERR( suites.ParamUtilsSuite3()->PF_UpdateParamUI( in_data->effect_ref,
                                id,
                                &param_copy ) )

but, if I close and open solution, name of param return to default, and don't call cmd PF_Cmd_UPDATE_PARAMS_UI.

Maybe as it is possible to force this event?

 

Thanks!

Build Release in Xcode

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I'm probably missing something obvious as I'm more familiar with Visual Studio than I am Xcode, but I'm trying to make a Release Build, but in the Scheme Configuration menu --> Build Configuration dropdown, only Debug is showing up. Looking at screenshots from other setups, it looks like Release should also be an option. Any ideas why Release is disabled? Thanks!

App is closed with quit unexpectedly

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Hi, anyone.

I am developing some plugins.

I have some questions.

if I make some wrong on plugin code, it is appearing on Events of app mainly.
But in some case, app is closed with `quit unexpectedly` message.

I want to know app is crashed on any errors.

Would you help me with that?

 

Thanks,

Igor.

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.

Change params valid_max/valid_min

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I would like to change a slider to match the size of the input data. These are not defined at setup time, so I try to change them in UpdateUI (I have also tried ParamChange).

 

The problem is that I cannot change the valid_min/valid_max values and they remain stuck at whatever value setup in ParamsSetup.

 

I use the following code to change my slider:

 

PF_ParamDef centerParams = *(params[PARAM_S_PROTECTED_CENTER]);

centerParams.u.fs_d.valid_max = (PF_FpShort)in_data->width;

centerParams.uu.change_flags = PF_ChangeFlag_CHANGED_VALUE;

ERR(suites.ParamUtilsSuite3()->PF_UpdateParamUI(in_data->effect_ref, PARAM_S_PROTECTED_CENTER ,  &centerParams));

 

This does nothing for valid_max, am I missing something, or is just not possible?

 

Help is greatly appreciated :-)


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

AE SDK plugin project setup in XCode

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I need to port some AE effects plugins to OSX and I have never used XCode before. Unsurprisingly,Adobe supplied no demo of project setup.Should it be a "bundle" or  "C/C++ plugin"  , or anything else?Not a single line on it.

I opened the example projects from the SDK.I see that the target files ,all of them have the ending ".plugin" and build properties which I can't find when creating custom builds.I am using XCode 4.5 .Anyone can explain the main steps to confgure plugins just like the SDK examples?

 

Thanks.

Get a font's file name from the font's postscript name (on Windows)

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I am trying to obtain the the font file name when the only information I have is the font's 'postscript' name. (Emphasis: the font's name is postscript and not the font).
For example I have the following postscript name: TimesNewRomanPSMT.
The real name that is saved in the registry is: Times New Roman (TrueType).
Is there any way of obtaining that name from the given postscript name?

 

Currently I am coding this for Windows, but it should be compatible, or at least have alternative code for MacOS

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.

Multiple effects in a single plugin possible?

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howdy-

 

is it possible to build an AE "effect plugin" that acts as a host/shell for another image filter format?  specifically, i'm not sure how to structure the AE plugin such that a single compiled plugin, when loaded by AE, can make an arbitrary number of other effects available.  i'm aware that a single plugin can contain multiple effects- but because the AE plugin would basically be acting as a host/shell for plugins of this third-party format, i don't know at compile-time how many effects the plugin will be making available to AE (this depends on the third-party plugins the user has installed on their system).

 

is this sort of one-compiled-plugin-presents-many-effects-determined-at-runtime arrangement possible with the AE SDK?  i've read through the SDK and looked at the sample projects, and i haven't seen anything that suggests that this is doable (actually, everything i read makes me think that it's probably not possible), but i figured i'd ask in case i'm overlooking something...

 

 

cheers

: : ray

Cost of being a AE Plugin Author?

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Hi I am considering porting my OpenFX Plugin Rotobot to After Effects.

 

What will be the total cost per annum to be a plugin developer?

 

The Foundry have given me free Nuke licenses as a developer, chances are I could ask the same from Autodesk Flame, DaVinci Blackmagic Fusion etc etc.

 

It there any discount I can get as a small business?

 

It is not a huge cost, but I don't know if I am going to sell zero licenses of ten thousand per annum.

 

I am not trying to be rude just looking at the business decision of developing for Adobe.

 

Sam

 

Feel free to check my stuff out:

 

[deleted by mod]

Make PF_Topic Rename Non-undoable

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So my plugin changes a PF_Topic periodically with AEGP_SetStreamName(), however, each time this happens, it shows up as an undo item, cluttering the undo history. Since this isn't an action that makes sense as an undo item, I'm trying to find a way to make the change in the background so it's non-undoable. Closest option I saw in the docs was AEGP_SetDynamicStreamFlag(cur_streamH, AEGP_DynStreamFlag_HIDDEN, FALSE, TRUE), however this hides the parameter altogether. Are there any other ways to hide a PF_Topic name change without it showing up in the undo history? Thanks!


Event Callbacks on Scene Save, Open, New Comp, Render, etc.

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Does the SDK have a hook into common events like Scene Open, Scene Save, etc.

 

I am building a pipeline for multiple users and trying to incorporate After Effects into it.

 

My hope is to catch these basic events and trigger some action. For example - on render alway make sure there is a back up, on render update our database there are new images to review,  on open always make sure the artist has the latest plates for a shot.

 

Thank you,

Chris

3d format - convert to fbx

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Hi all,

 

has anyone had any sucess creating an after effects plugion which converts an after effects file (with 3d camera and other 3d elements) into filmbox (fbx) format?

 

I love animating with the puppet tool in AE, but need it to go into Unity (and sometimes through Blender or other 3D program) so converting the AE scene into filmbox format would be the ideal solution.

 

thanks

 

Matt

How Is Xcode Configured For AE Plugin Developement?

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Although there is plenty of great information in the SDK document, I haven't come across much specifically focusing on the configuration of Xcode (6.4) for plugin development.

 

I have created a copy of the Skeleton template from the SDK and have appropriately renamed all of the files. I then opened the project in Xcode and replaced all occurrences of Skeleton and SKELETON with the proper name, accordingly. I would now like to compile this sample plugin and utilize it within AE in order to familiarize myself with structure and functionality of a plugin as it relates to its code. What step(s) do I need to take in order to achieve the aforementioned goal?

 

For one thing, the SDK document specifies how to set the output folder to build the plugin into. However, when I navigate to Xcode > Preferences > Locations and select the Advanced button under Derived Data, I am expected to provide a path for Products and one for Intermediates.

 

For another thing, I am used to specifying to the IDE the SDK's path. Yet, the SDK document specifies nothing relating to that (that I've come across). So how does Xcode know where to locate the SDK and its Header files?

 

 

Thanks!

Update popup parameter list dynamically

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Hello,

 

my plugin has two popup parameters where the list of the second one depends on the selection of the first one. These two parameters are not saved but instead define a invisible arbitary parameter.

 

When loading the project, PF_Cmd_UPDATE_PARAMS_UI is called, reads the arbitary parameter and sets the selections on the two popup parameters. For this, the list of the second popup is changed dynamically. This is done using a copy of the param and setting a new list, for example:

PF_ParamDef param = *params[PARAM_LIST];
param.u.pd.num_choices = 2;
param.u.pd.u.namesptr = "a|b";
param.u.pd.value = 1;

AEGP_SuiteHandler handler(in_data->pica_basicP);
ERR(handler.ParamUtilsSuite3()->PF_UpdateParamUI(in_data->effect_ref, PARAM_LIST, &param));

 

While the application is running, everything is working fine no matter how often the list values are changed. But when I quit after effects, it crashes with

After Effects(20523,0x7fff7707f000) malloc: *** error for object 0x1211d6b94: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
Signal: SIGABRT (signal SIGABRT)

 

On page 53, the SDK guide warns about

Only cosmetic changes may be made in response to this command. Don’t change parameter values while responding to PF_Cmd_UPDATE_PARAMS_UI; do so during PF_Cmd_USER_CHANGED_PARAM instead.

but I don't see any other command where I could update the popup list.

 

Is it even possible to change the parameter's list contents without crashing after effects at the end?

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.

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