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How to use iterate suites in DrawSparseFrame of an AEIO?

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I want to put the data into the effect world, but I can't use "suites.Iterate8Suite1()->iterate" because I don't have a "PF_InData"

 

I tried to access every pixel by sampleIntegral32.  It doesn't work usually.(crashed many times

for (A_long i = 0; i < 1000; i++)

  for (A_long j = 0; j < 1000; j++){

  PF_Pixel *pixel = sampleIntegral32(wP, i, j);

  pixel->alpha = PF_MAX_CHAN8;

  pixel->red = PF_MAX_CHAN8;

  pixel->green = PF_MAX_CHAN8;

  pixel->blue = PF_MAX_CHAN8;

  }

 

I wonder if there is another way to draw the PF_EffectWorld with out PF_InData?


is there a way to handle the save event ?

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Hi, Everybody.

 

i am a beginner and i have a problem.

I am developing an AEGP and I can not find how to handle the save event. I need this to generate a file when the user save the project.

Could you please help me ?

How to set the priority of my AEIO?

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It seems that my AEIO has a lower priority than the original one, which causes some errors.

(*.flv files)

How to lift the priority?

Getting started

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Hi all,

I'm brand new to this.  Can anyone direct me to some resources to get started?

Thanks!

Premiere Pro never sends PF_Cmd_SEQUENCE_SETDOWN when project is closed?

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(Posting in AE SDK because the PPro forum said to post questions about here if it's a plugin using the AE SDK).


I'm working on a video filter plugin written with the AE SDK which is supported on both AE and PPro. Testing with PPro CC, Mac OS 10.9.

 

We need to know when our plugin is no longer being used in the GUI. A basic case is, the user chooses New Project and the project that was using our plugin is closed.


AE sends us a PF_Cmd_SEQUENCE_SETDOWN when this happens, but the same plugin in Premiere Pro never sends that. In fact, Premiere Pro never sends any command to our EntryPoint function when the document is closed or a new document is created.

 

Has anyone else seen this, and is there a way to make it work, or (as a workaround) some reliable way to know the state of the plugin usage in Premiere Pro?

 

TIA,

Christopher

How to get a byte aligned memory for SSE instructions.

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I'd like to get a aligned memory for SSE instruction on AE CS5.5

Does any one know the way to get an aligned memory in the AE memory management framework?

 

Very best regards.

Looking to hire a plug-in developer

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Hi folks-

I'm looking to hire someone to help develop a plug-in. I;ve been working with an AE expression expert to create a preset that we'd now like converted to a plug-in. It uses only effects already available in AE, but with a lot of math to simulate certain effects. I suspect that all we need is to have a plug-in written that launches a script, similar to the way that Trapcode Echo space works.

If you;re asking why bother turning something that works as a script into a plug-in - it's easier to sell plug-ins than scripts.

I know that this can be approached in one of 2 ways:

1 - A plug-in that simply launches the script
2 - A plug-in that actually takes what we;ve done and turns it into a rendered effect. although I know it will be more costly to develop, if possible, it may be the prefered route.

If interested, please contact me at info (AT) allbetsareoff (DOT) com

Best,

Aharon Rabinowitz

Set source for layer

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Hi all,

I want to change the source for a given layer from my AEGP plugin. I've got the AEGP_ItemH of the source item and the AEGP_LayerH of the layer I wish to change but I can't see any way to set the source item apart from to create a new layer. Is there any way of just setting it directly for a layer? Creating a new layer would mean that I have to copy all the parameters from one layer to another which seems like an impossible task.

Newbie can't get plugin to show up in Effects menu

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I really am an experienced software engineer, but this plugin stuff is baffling me. I've built a couple of the sample projects in the SDK and moved their .AEX and .R files (and .RC files, out of superstition) under the After Effects application folder, but none of the expected plugins show up in the Effects menu. Anyone have any ideas on what detail I'm overlooking like a rookie?

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.

How do I set text from an effect?

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How do I write an effect to set the text on a text layer?  The text functions appear to be part of the AEGP suites.  I've tried to access these from my effect, in both the 'FrameSetup()' and 'Render()' functions, the text doesn't appear.

 

Since there are text effects that come with After Effects, it must be possible.  I must be overlooking something fundamental.

 

Thanks,

 

Bob Bales

How to do it? - making plug-in 64-bit native for AE CS5

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Hi

 

I'm a Japanese software developer of After Effects effect plug-in. Those plug-ins made by CS3 SDK.

Now, I want to make my plug-ins 64-bit for AE CS5 on both Winsows 7 and SnowLeopard(v.10.6.x).

But I can't find any informatin abuot this in this forum, SDK Documents, Adobe partner connection central...

How to do it? Using CS4 SDK? or Waitng for CS5 SDK? Is there any information about this?

 

...Someone please help me giving information about this issue. if I ask stupid question, you can call me "Stupid frog!";-(

 

p.s.

I know AE CS4 runs as 64-bit Application. So I guess I can make it using CS4 SDK, But no issue in CS4 SDK Document...

Choosing the position inside the AE window for Panelator.

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Hi,

     I want to place the Panelator window inside the AE window. For example, I want to place the Panelator in top right position with width = 200 & height = 600.

 

How can I specify this?

 

Thanks & regards,


Dheeraj.

How to add Custom Component in the effects UI

Question on Effect Parameter Types.

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Hi All,

         I want an effect parameter to display some text in Effect UI. I tried using DrawString() function in DrawbotSuite but it's drawing other language characters (think so). Is there any way to have a parameter that looks like RESET button (Image shown below)?

Picture 10.png

 

Thanks,

Dheeraj.


Effect "string" parameter...

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Oh, I bet it's in one of the samples... but how do you create a String parameter?

 

(Actually, it's worse: What I really want is a File Path, ideally relative to the Project File. But I know how it is. I'll settle for a String parameter.)

 

Ideally, it would be Expression-capable, like the Text Layer field is. But if necessary, it can be modal like the old Basic Text and Path Text effects.

 

Any tips appreciated! thx

Newbie SmartFX Plugin Help

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Hi,

 

I'm starting out with the SDK in an attempt to convert my Pixel Bender plugins to native so they'll run faster and work in CS6. It's important that they work in 32-bit (as I guess all new plugins should anyway for max compatability) so I'm dispensing with the old-style and going straight for SmartFX.

 

At the moment all I want to do is get the input and fill it with a colour depending on the bit depth, just so I can learn how things happen and I'll work the rest out later. I can compile and build the plugin OK but when I apply it to a layer, the layer just turns black, with no RGB or A info. I'm guessing that I'm doing something wrong during the Pre-Render call, in that I'm not setting the result rectangles correctly, but as I've based it on the supplied SmartyPants example plugin, it should work ok.

 

Here's the PreRender and SmartRender code:

 

// PreRender

static PF_Err PreRender(

          PF_InData                                        *in_data,

          PF_OutData                                        *out_data,

          PF_PreRenderExtra                    *extra)

{

          PF_Err err = PF_Err_NONE;

  PF_RenderRequest req = extra->input->output_request;

          PF_CheckoutResult in_result;

 

  // Check out input

          ERR(extra->cb->checkout_layer(          in_data->effect_ref,

                                                                                                MY_INPUT,     // Defined as 0

                                                                                                MY_INPUT,

                                                                                                &req,

                                                                                                in_data->current_time,

                                                                                                in_data->time_step,

                                                                                                in_data->time_scale,

                                                                                                &in_result));

 

  // Set the result rectangles

          UnionLRect(&in_result.result_rect,                     &extra->output->result_rect);

          UnionLRect(&in_result.max_result_rect,           &extra->output->max_result_rect);

 

          return err;

}

 

 

// ActuallyRender...

static PF_Err ActuallyRender(

          PF_InData                    *in_data,

          PF_EffectWorld           *input,

          PF_OutData                    *out_data,

          PF_EffectWorld          *output)

{

          PF_Err                                        err           = PF_Err_NONE,

                                                            err2           = PF_Err_NONE;

          PF_Point                              origin;

          PF_Rect                                        src_rect, areaR;

          PF_PixelFormat                    format          =          PF_PixelFormat_INVALID;

          PF_WorldSuite2                    *wsP          =          NULL;

 

 

          PF_PixelFloat                    red_float = {0.0, 0.0, 1.0, 1.0};

          PF_Pixel16                              green_deep = {0, 32767, 0, 32767};

          PF_Pixel8                              blue_norm = {255, 0, 0, 255};

 

          AEGP_SuiteHandler suites(in_data->pica_basicP);

 

          src_rect.left           = -in_data->output_origin_x;

          src_rect.top           = -in_data->output_origin_y;

          src_rect.bottom = src_rect.top + output->height;

          src_rect.right           = src_rect.left + output->width;

 

 

          ERR(AEFX_AcquireSuite(          in_data,

                                        out_data,

                                        kPFWorldSuite,

                                        kPFWorldSuiteVersion2,

                                                                                                            "Couldn't load suite.",

                                        (void**)&wsP));

 

  if (!in_data->sequence_data) {

              PF_COPY(input, output, &src_rect, NULL);

              err = PF_Err_INTERNAL_STRUCT_DAMAGED;

          }

 

 

          if (!err){

                         ERR(wsP->PF_GetPixelFormat(input, &format));

                         switch (format) {

                                        case PF_PixelFormat_ARGB128:

 

                                                       ERR(suites.FillMatteSuite2()->fill_float(in_data->effect_ref,

                                                                                                                                                            &red_float,

                                                                                                                                                            NULL,

                                                                                                                                                            input));

                                                       break;

 

                                        case PF_PixelFormat_ARGB64:

 

                                                       ERR(suites.FillMatteSuite2()->fill16(in_data->effect_ref,

                                                                                                                                                            &green_deep,

                                                                                                                                                            NULL,

                                                                                                                                                            input));

                  break;

 

                                        case PF_PixelFormat_ARGB32:

                                                        ERR(suites.FillMatteSuite2()->fill(in_data->effect_ref,

                                                                                                                                                            &blue_norm,

                                                                                                                                                            NULL,

                                                                                                                                                            input));

                                                       break;

 

 

                                        default:

                                                       err = PF_Err_BAD_CALLBACK_PARAM;

                                                       break;

                              }

                              err = PF_COPY(input, output, &src_rect, NULL);

          }

          ERR2(AEFX_ReleaseSuite(          in_data,

                                                                           out_data,

                                                                           kPFWorldSuite,

                                                                           kPFWorldSuiteVersion2,

                                                                           "Couldn't release suite."));

          return err;

}

 

// SmartRender

static PF_Err SmartRender(

          PF_InData                                        *in_data,

          PF_OutData                                        *out_data,

          PF_SmartRenderExtra                    *extra)

{

          PF_Err                              err                    = PF_Err_NONE,

                                                  err2           = PF_Err_NONE;

 

          PF_EffectWorld          *input_worldP          = NULL,

                                                  *output_worldP  = NULL;

 

  // checkout input & output buffers.

          ERR((extra->cb->checkout_layer_pixels(          in_data->effect_ref, QPMM_INPUT, &input_worldP)));

          ERR(extra->cb->checkout_output(          in_data->effect_ref, &output_worldP));

 

          ERR(ActuallyRender(          in_data,

                                                                 input_worldP,

                                                                 out_data,

                                                                 output_worldP));

 

          return err;

}

 

Please forgive my coding - it's been 15 years since I did any C++, and I was never much good at it!

 

Any help pointing me in the right direction will be much appreciated.

 

Thanks,

 

Christian

Calculating the blending ratio

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Hey guys!

 

I'm trying to blend two images together using the WorldTransformSuite->blend function. I want to be able to control the blending ratio with a slider. Now, I looked into the AE_EffectCB Header where this function is defined, and a comment behind ratio states that 0x00010000 makes source 2 fully visible. Now I'm trying to figure out to calculate this number. It seems to be a weird blend of hex and binary...anybody know how this is done? It's propably super obvious and I'm just missing something

 

Thanks in advance,

Markus

How to print text ?

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I am developing custom effect in AE 5.5 SDK . Is there simple method of printing word on position(x,y)?

Add or remove effect parameters

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Hi

Does anyone know if it is possible to add or remove effect parameters after the initial PF_Cmd_PARAM_SETUP event?

I would like to be able to select a number of items to add to the animation using one parameter, then generate a number of colour pickers with a default colour for each item but giving the user the oportunity to customise the colour. You could almost image it's like drawing a chart in excel - you get a default colour for each dataset, but then you probably want to customise each one or some of them yourself.

 

I saw this thread about changing popups http://forums.adobe.com/message/3274585#3274585 and the reply was that it's not possible so I'm not very hopeful.

 

My only other option would be to limit the number of items and create that many hidden parameters which could then be unhidden when the number is selected. This isn't ideal as there could be a few hundred items, but often might be less than 10 so it seems a bit of an unwieldy way to do it.

 

On a related note - can I change the name of the parameter after the initial param setup event or is this too fixed?

 

Thanks in advance

 

Phil

 

Message was edited by: philrosenberg2013

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