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Users receiving error: Couldn't find main entry point for myPlugin.plugin (48::72)

Hello all,

 

I've recently released a plugin into the wild and a few (1/20) people have been receiving this error.

 

A cursory search on that code doesn't really give me a lot of helpful information about what, if anything, could be going on in my code to generate it.

 

Maybe it has nothing to do with my code, and rather is a system configuration thing, but I'd like to know that for sure.

 

I've got one guy with this system:

OS - 10.6.8

AFX CS5

AFX CS3 + CS4 are also installed on the system


and another:


OS X 10.7.5 Mac Pro 2.66 ghz quad core
14 GB RAM
AE version CC (12.2)

 

Any ideas..?


How to replace image on layer use After Effect API

Greetings everyone,

 

I have a one big problem, me need to replace image on layer use After Effect API.

Will create a new footage with my new image:

AEGP_FootageH footageH = NULL;

ERR(suites.FootageSuite5()->AEGP_NewFootage(S_my_id,

   psd_path,

   &key1,

   NULL,

   FALSE,

   NULL,

   &footageH));

 

  AEGP_ItemH layer_itemH = NULL;

  ERR(suites.FootageSuite5()->AEGP_AddFootageToProject(footageH, new_folderH, &layer_itemH));

 

Then I have a footage handler footageH

and handler of my layer with old exists image.

AEGP_ItemH itemH.


Please

How to replace exists image on my layer ?

I not founded nothing in the Google, Documentation and Examples.

Work on Frames in Parallel

Hello,

Is there a way in the SDK to ask for X numbers of frames, work on the in parallel and send back X processed frames?

I want to us the CPU palatalization to work on multiple frames.

Thank You.

How to get the width/height of the layer in ParamsSetup?

in_data->width is 0.

And params[0] is not available(so as output). They all are not complete.

What I want to do, is to set the width as the default value of a param. But I am not able to get it from in_data.

Weird issue with enums

Hi all

 

I'm having a weird issue with setting up controls and accessing their values. It seems like AE is pulling out the wrong values for me.


Like so:

I have

 

enum {

    SKELETON_INPUT = 0,

    SKELETON_GAIN,

    SKELETON_COLOR,

    SKELETON_DELAY,

    SKELETON_POSITION_X,

    SKELETON_POSITION_Y,

    SKELETON_NUM_PARAMS

};

and

 

enum {

    GAIN_DISK_ID = 1,

    COLOR_DISK_ID,

    DELAY_DISK_ID,

    POSITION_X_DISK_ID,

    POSITION_Y_DISK_ID,

};

 

 

And I create my controls fine as sliders and they show up

 

However in my Render method, the values that AE pulls out is wrong.

    suites.ANSICallbacksSuite1()->sprintf(out_data->return_msg, "X = %1.2f  Y =%1.2f",

                                          params[SKELETON_POSITION_X]->u.fs_d.value,

                                          params[SKELETON_POSITION_Y]->u.fs_d.value);


Instead of getting Position X and Y's values in the effect control, I'm getting SKELETON_GAIN's values for X, and NAN for Y.


Is there anything I've forgotten to set? AE doesn't complain about the any parameter mismatches.

Excel output by time

Can I take the time turned out to be an excel file according to the angle of the screen moving ?

Transformation matrix to layer properties (position and orientation)

Is there some built-in function to convert a matrix to a position and orientation pair?

The position is easy (4th row/column depending on notation), however the orientation is dependent on the order in which the Euler angles, that the matrix holds, are applied.

For starters, is the order written anywhere? Euler angles have so many different orders and notations, it's a real pain to work with them, I'd rather work with matrices, and only get the angles at the very last step, when sending data to AE.

 

Thanks.

Animations to CodeX for Developers (Objective+C)

Hey so, I am doing motion design for an app start up. Our developers are in another country so its hard communicating with them.

 

I make prototypes for how I want the app to move in After Effects, then I send that to the developers for them to code. However, when I get the prototype the animations are wrong. All of the movements are Linear and unpolished. Most of my animations use Bezier Curves to define the movement.

 

I need to take exactly what I make in AE and give the developers the code so that the animations are the same. I am trying to translate the curve that after effects uses into something the developers can use. The Speed and Influence % means nothing to them. They use Objective+C. If it helps, this is the website I was given to try to explain what they need: http://cubic-bezier.com/#.17,.67,.83,.67

There are 4 numbers at the top the represent time and progress. I need to be able to find those numbers within after effects so I can give it to the developers.

 

If anyone has any insight, you would be helping me a lot.

 

Thanks!!


Setting stream values/expressions is no longer real-time in CC 2015?

In CC 2014 I could set the value or expression of a stream, and it would immediately update in the viewport.

In CC 2015, it no longer updates the viewport rendered image (however the object wireframes are moving) as long as I am changing the values, only when I stop touching them for enough time.

 

Is this possibly related to the new main/render thread business?

 

Another thing is that setting values/expressions does not allow the timeline to play. When they are getting set at every idle hook call, pressing space (or any other shortcut) does absolutely nothing (or rather it's trying to do something, but it's not quite obvious what).

layer selection event

Hi,

I would like to detect when a user select a layer.

I tried AEGP_GetMainHWND, and dealing with messages. My problem is that the layer is selected after the left button is released, so my callback is called before the selection is made. Is there a way to catch an event like this ?

I see two solutions here but I'm not really sure :

    - Create an effect with my AEGP to be able to use the PF_Events things, but it seems to be a really heavy solution just to intercept a selection.

    - Use the commandhook, maybe there is a command associated with the selection of a layer ? If yes, which one ?

 

Thanks !

 

Thomas.

How Is Xcode Configured For AE Plugin Developement?

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!

Accessing Bundled Resources

I have a text file that I have copied into my Contents/Resources subfolder of my plugin using an XCode build phase.

 

How do I access the file???

 

To get the file path to my subfolder I'm calling:


wchar_t data[1024];

PF_GET_PLATFORM_DATA(PF_PlatData_RES_FILE_PATH_W, reinterpret_cast<void *>(data));


...which I'm assuming is correct since the SDK guide tells me to use the new "wide" calls to PF_GET_PLATFORM_DATA. However I get a crash when attempting to convert the wchar_t to something I can actually use. If I use any other type, such as A_UTF16Char, all I get is a single / (forward slash) character.


Any tips, or examples?


Many thanks!


Christian


PF_OutFlag2_I_USE_3D_LIGHTS and cache

Hi guys!

 

I have a plugin using lights and then I set PF_OutFlag2_I_USE_3D_LIGHTS.

Everything works fine, but I'd like to optimize it.

 

PF_OutFlag2_I_USE_3D_LIGHTS forces render for each frame, to see if lights have changed.

The problem is it still forces render even if lights didn't change...

 

I can check manually if Intensity, Color, position... changed then disable PF_OutFlag2_I_USE_3D_LIGHTS, but it's a lot of work (specially with different types of lights) and I'm not sure it's the most efficient way to do it... It involves storing data and compare it...

 

Is there any obvious solution that I missed?

 

Cheers,

François

How to create module for the composition menu ?

Does someone know how to create module for the composition menu ?

Change Parameter But Not Render

Is it possible to have a parameter that won't trigger render?

 

My plugin has a keyframer section that is meant solely for adding keyframes to the effect (see my earlier question). There are a few parameters that determine how the keyframes should be placed. I'd love it if I could intercept the change in parameter value (probably with PF_ParamFlag_SUPERVISE) and then tell AE not to send a SMART RENDER request.

 

Thanks, Christian


What do I need to do to convert a plugin developed in Windows to be Mac-compatible?

If a plugin was written in C++ in visual studio, is there some minimal conversion necessary to make it installable on a mac, or do i need to essentially rewrite it from scratch?

finding framerate to place keyframes

we're building a plugin to place keyframes into a composition

 

we want the keyframes to be placed in timespots that match the framerate of the composition.

 

what we have, currently, is roughly:

 

A_Time time;
AEGP_ItemH myitem;
suites.ItemSuite8()->AEGP_GetActiveItem(&myitem);

suites.ItemSuite8()->AEGP_GetItemCurrentTime(myitem,&time);

(for i...)

A_Time keyTime = {mytime+i*1000, time.scale};

suites.KeyframeSuite4()->AEGP_AddKeyframes(positionKeyframesInfo, AEGP_LTimeMode_CompTime, &keyTime, &index);

  suites.KeyframeSuite4()->AEGP_SetAddKeyframe(positionKeyframesInfo, index, &tempPosition);

 

where i*1000 is a hackish and terrible approximation of where keyframes should be placed. (we tried a more complicated estimation involving taking the framerate given in time scale and dividing it by itself but with rounding errors, and hat sort of worked, sometimes, but then sometimes it doesn't work at all, and either way it isn't really what we actually need so our problem remains the same.

 

there must be a way of placing one keyframe per frame, using the framerate of the composition. but we've read everything we could find in the SDK and we aren't seeing it.

 

what can we do? is there a call that gives us this information?

 

-----

 

 

another way of phrasing this question

The call to KeyframeSuite4()->AEGP_AddKeyframes has a required argument of an A_Time where to place the frame.

We'd like that time to match, incrementally, the time of each new frame, as per the compositions original framerate.

how can we do this?

 

 

---

ETA: Also, for my own edification, in

 

AEGP_SetAddKeyframe(
AEGP_AddKeyframesInfoH akH,
A_long indexL,
const AEGP_StreamValue2*valueP);


what is the meaning/purpose of A_long indexL?

Change the SDK sample plugin menu & Names

Hi everyone,

 

I am very new to C++ and download the after effects plugin sdk for my short film project.

 

I can simply change the settings controls, about tab but not the plugin menu and plugin name itself. but i'm wanted to change the plugin menu and name of one of the project which is provided with the sample.

 

 

Please kindly help so that i can finish my assignment of my short-film.

 

Thanks

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

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

Develop a simple After Effects plugin in C# ?

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

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