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How to use GPU in plugin?

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Hi, everyone!.

I hope everyone is going well.

 

I have developed a small plugin like Resizer. But i am afraid it is to slow to use.

How can I use GPU in this plugin?

If you know about that, would you explain about that in detail?

 

Regards,

Igor.


SourceSettings - Update GUI when Setup/Resetup

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Hi,

 

I'm developing an importer with Source Settings (on PPro only for now). So I have a PPro Importer and a AE SourceSettings Effect.

 

I succeded to connect everything as I want, but I have still a hard problem I don't manage to deal with.

 

My Problem :

 

During the setup, in the PF_Cmd_SEQUENCE_SETUP selector, I call the "PerformSourceSettingsCommand" to be able to init the GUI in terms of the file.

It works fine and I get my structure initialized.

But now I need to update the value of the GUI. For example, if the importer tell me that the file imported have the "value1" set to 2, I need to change the GUI value corresponding to the "value1" to 2.

The problem is I can't access the params from the PF_Cmd_SEQUENCE_SETUP selector. So how could I change the GUI parameters ?

 

WHAT I TRIED :

 

Just after PF_Cmd_SEQUENCE_SETUP is called, I get the selector PF_Cmd_UPDATE_PARAMS_UI.

 

So in my example, I tried to save my "value1" in sequenceData, and a boolean which indicate to change the GUI Value, and when I get PF_Cmd_UPDATE_PARAMS_UI for the first time, I change the GUI value in the common way :

 

AEGP_SuiteHandler suites(in_data->pica_basicP);
params[VALUE1]->u.fs_d.value = in_newValue;
params[VALUE1]->uu.change_flags = PF_ChangeFlag_CHANGED_VALUE;
ERR(suites.ParamUtilsSuite3()->PF_UpdateParamUI(in_data->effect_ref,                                                  VALUE1,                                                  params[VALUE1]));

 

This is not working on AE in the selector PF_Cmd_UPDATE_PARAMS_UI (But I can make it work with Streams and AEGP Suite), but in PPro it works.

 

So when I tried this, it worked and I tought I found the solution.BUT I got some total freezes some times when I open the SourceSettings (not always). In the VS debugger, if I click "pause", I see that it is stucked in the "suites.ParamUtilsSuite3()->PF_UpdateParamUI" function.

 

I also tested to pass a copy of the parameter VALUE1 I  want to modify but same freezes happen.

 

In the doc, I can see this :

 

During PF_Cmd_UPDATE_PARAMS_UI, you may only change the appearance and enable state of parameters.

[...]

A parameter’s value (not just UI) can be modified during PF_Cmd_USER_CHANGED_PARAM and during PF_Cmd_EVENT (PF_Event_DO_CLICK, PF_Event_DRAG, & PF_Event_KEYDOWN). After Effects will not honor changes made at other times.

 

So even it is working on PPro, I think the freezes come from that point. I just should not change the value of the GUI param in PF_Cmd_UPDATE_PARAMS_UI.

 

So I can not change the GUI Value at PF_Cmd_SEQUENCE_SETUP, neither in PF_Cmd_UPDATE_PARAMS_UI apparently (without getting some freezes).

 

PF_Cmd_USER_CHANGED_PARAM is called only at the first parameter changed event from the user; so I can't change the value on this selector.

 

PF_EVENT seems to be not designed for this issue, right ?

 

So I'm stuck and I can't see how to do this ... Any clue ?

Supervisor example not getting PF_Cmd_UPDATE_PARAMS_UI events

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In my plugin, I have PF_OutFlag_SEND_UPDATE_PARAMS_UI and PF_OutFlag_NON_PARAM_VARY set in out flags during GlobalSetup.

And in ParamSetup I set PF_ParamFlag_SUPERVISE.

But I don't get PF_Cmd_UPDATE_PARAMS_UI events

 

Neither does the sample project Supervisor

 

There is another discussion from three years ago reporting this with no answer.

 

Please, I need these events.

ECP does not update parameter display names - expected behaviour?

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I have what seems to be a bug, in which renamed UI parameters revert to their original names in the ECP.

 

This occurs after the layer to which the plugin is applied is deselected, another layer is selected, and then the plugin layer is again selected.

 

The parameters have the correct names in the Timeline panel, and I can get the correct display names using AEGP_GetStreamName, even when the displayed name in the ECP is wrong. Since this is the case, I can easily set them on each PF_Cmd_UPDATE_PARAMS_UI using AEGP_SetStreamName with their existing display names. But this seems inefficient, and I wonder if I'm doing something else wrong, or this could be expected behaviour, that the plugin is supposed to manage.

Create Custom Blending Mode Using SDK

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I'm brand new to using the AE SDK, and it's quite intimidating coming from the scripting side.

 

Let's say I want to create my own custom blend mode between layers.  For the sake of simplicity, suppose a is the base layer and b is the blend layer (b is on top of a).  For example, in After Effects, Overlay and Subtract should be implemented something like this:

 

static overlay(a, b) {   if (a < 0.5) {   return 2 * a * b;   }   else {   return 1 - 2 * (1 - a) * (1 - b);   }  }

static subtract(a, b) {
   return max(a - b, 0.0)  }

 

(these functions are applied to each RGB channel value separately (with pixel channel values that are normalized to be between 0 and 1))

 

Suppose I want to implement my own custom blend function between two layers, one that After Effects does not provide, such as:

 

static grain_merge(a, b) {   return min(max(a + b - 0.5, 0.0), 1.0)  }

 

Is this possible with the SDK?  I imagine it would have to be applied as a custom effect, and that's no problem; any way is fine as long as it works.  I know that the base layer (a) would have to be the composite of all the pixels underneath the layer the effect is applied to, and (b) would have to be the source pixels of the layer that the effect is applied to.  But I really don't know how I can actually make this happen.  If this is possible, can you provide an example?

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

Draft quality input layer

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Hi guys,

Im building a plugin using region recognition of flat colors. Then I m building up region list by color and gathering it in clusters.

My problem is when using "Best quality" setting, After Effects generate some kind of anti aliased lines that I really dont want to have in my input (it make the number of region considerably bigger). It seems that this anti aliasing process occurs BEFORE the effect computation.

I would like to get an input layer without  the anti aliased lines (i.e in draft mode).

I can render it with aegp suites but it s really slow. I would love to be able to specify when checking out layers the pixels I want and their quality.

Does anyone know how to do it?

Thanks in advance.

Develop a simple After Effects plugin in C# ?

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Hello,

 

I would like to create a simple After Effects Plugin using C#.  The plugin will have a small screen with a couple simple controls . This plugin will run in After Effects on a Windows machine.

 

I am new to Adobe After Effects .

 

Can you point me to a SDK , tutorials etc ?

 

Thanks a ton,

Peter


After Effects + OpenGL

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I know that this subject was already touched upon here a couple of years ago but I want to refresh it.

I'm interested in implementing OpenGL in After Effects' plugin. Is is possible yet? If yes - how?

This is my simple example code I would like to use in After Effects plugin:

 

int size = 500;

glColor4f(1, 0, 0, 1);

glBegin(GL_POLYGON);

     glVertex2f(-size, -size);

     glVertex2f(-size, size);

     glVertex2f(size, size);

     glVertex2f(size, -size);

glEnd();

 

Any help would be appreciated.

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

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.

Best way to force a rerender?

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Howdy folks,

 

I have a need to trigger/force a rerender on my Effect plugin.  I tried using a dummy UI control and updating it to trigger the render, as Shachar described on this older post:

Re: How to call force render on custom effect from AEGP?

 

This works, however if I make the control invisible:

ERR(suites.DynamicStreamSuite4()->AEGP_SetDynamicStreamFlag(dummySliderStream, AEGP_DynStreamFlag_HIDDEN, FALSE, TRUE));

 

Updating the ui component doesn't trigger a re-render.  Only if the component is visible (AEGP_DynStreamFlag_HIDDEN FALSE) does the render get triggered.

I tried setting the stream to visible before updating the param, and setting it back to invisible after, but this doesn't work either.

 

Is there a better way? Am I doing it wrong?

 

thanks!

-Andy

How can we get from the angle information in each second time bar

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proje123.png

when the press the play button , How can we get from the angle information in each second time bar ?

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


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!

Getting After Effects version name

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I need to identify the version of AE my plugin is running on. I can get the version number using major and minor versions from the PluginMain function.

However, I need the version String, like "After Effects CC 2017", "After Effects CC 2018", etc. I need this because I have to create a list of user presets, and for that reason I have to know the full path to the user presets so I can look for ffx files in there.

Arrays

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Hi gang!

 

Let me start off by saying thank you to all those that have been a tremendous help and support so far. Especially to Toby and Francoise, both of whom without their help I would not have been able to write my first plugin!

 

I would like to ask about arrays and how to work with them in After Effects SDK.

 

I understand that in order to create an array that would hold a value for every pixel, I declare it like this:

 

float *var;

AEGP_MemSize sizeOfArray = output->width * output->height * sizeof(float);

AEGP_MemHandle memH = NULL;

ERR(suites.MemorySuite1()->AEGP_NewMemHandle(NULL,"Unable to allocate memory",sizeOfArray,AEGP_MemFlag_CLEAR,&memH));

suites.MemorySuite1()->AEGP_LockMemHandle(memH, (void**)&var);

 

I can then use the array as one normally would like this:

 

var[x + y * output->width] = 12345.0;

 

Finally, when you're done, you can dispose of it like this:

 

if(memH)

{

ERR2(suites.MemorySuite1()->AEGP_UnlockMemHandle(memH));

ERR2(suites.MemorySuite1()->AEGP_FreeMemHandle(memH));

}

 

Now for my question:

 

If I create an array in the Render function, my understanding it will be created, processed and then discarded every frame (or every time the plugin processes). In the case of a particle system, you want to create an array only once - say on plugin first launch, work with it by continually modifying variables, and then dispose of it afterwards one everything is finished.

 

As such, the array should be a global array that can be accessed in any function, after being created once on plugin launch. But it is not so easy to make a global array, especially if one needs to make them dynamic and use vars like the frame width (output->width), for instance.

 

That leads me to believe I should be doing something like creating the array in the GlobalSetup function which is called once when the plugin is launched, and then working with it in my Render function. Then probably disposing of it in yet another function once the plugin is closed. Is this the right approach? If so, how does one access the local array created in one function from another?

 

Or, should I be working with arrays differently based on how the SDK operates?

 

Thanks as always,

-Rich

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.

After Effects error: invalid filter (25::3)

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Someone reported this error when using my plug-in on a Mac. It works fine on my Mac and on many others, but reports this error on his system. My globalsetup code gets called and works fine, but AE reports this error.

Any ideas?

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