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Serious sequence_data bug in Premiere CS3

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My effect has a custom UI and displays data computed when rendering that I store in sequence_data. This works with no problem in After Effects 6, 6.5, 7, and CS3, as well as Premiere Elements and Premiere Pro 1.0, 1.5, and 2.0. But it does not work in Premiere Pro CS3.

I have traced it to the fact that Premiere Pro CS3 has a bug that causes it to not pass the same sequence_data with PF_Cmd_Render as it does with PF_Event_DRAW.

This causes my effect to hang when displaying the custom UI.
I can give you a detailed event sequence if you need it.

Until this bug is fixed, is there any way I can determine I'm running under CS3 to avoid hanging?

Linking problem in visual express 2008

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hi everyone!

 

I have linking problem in visual studio c++ express 2008. I don't understand because it's a sample project and I configure my VS for compiling in 64...

 

this is my built log:

 

Build Log


Rebuild started: Project: Resizer, Configuration: Debug|x64

Command Lines


Creating temporary file "c:\Users\DamsCGWorkStation\Documents\Programmation\After Effect\CS55\Downloads\Adobe-After-Effects-CS6-Win-SDK\Adobe After Effects CS6 Win SDK\Examples\Effect\Resizer\Win\x64\Debug\BAT00000751766092.bat" with contents
[
@echo off

cl /I "c:\Users\DamsCGWorkStation\Documents\Programmation\After Effect\CS55\Downloads\Adobe-After-Effects-CS6-Win-SDK\Adobe After Effects CS6 Win SDK\Examples\Effect\Resizer\Win\..\..\..\Headers" /EP ".."\\"ResizerPiPL.r" > "x64\Debug"\\"ResizerPiPL.rr"

"c:\Users\DamsCGWorkStation\Documents\Programmation\After Effect\CS55\Downloads\Adobe-After-Effects-CS6-Win-SDK\Adobe After Effects CS6 Win SDK\Examples\Effect\Resizer\Win\..\..\..\Resources\PiPLTool" "x64\Debug\ResizerPiPL.rr" "x64\Debug\ResizerPiPL.rrc"

cl /D "MSWindows" /EP x64\Debug\ResizerPiPL.rrc >               "c:\Users\DamsCGWorkStation\Documents\Programmation\After Effect\CS55\Downloads\Adobe-After-Effects-CS6-Win-SDK\Adobe After Effects CS6 Win SDK\Examples\Effect\Resizer\Win\"\\"ResizerPiPL".rc



if errorlevel 1 goto VCReportError

goto VCEnd

:VCReportError

echo Project : error PRJ0019: A tool returned an error code from "Compiling the PiPL"

exit 1

:VCEnd
]
Creating command line """c:\Users\DamsCGWorkStation\Documents\Programmation\After Effect\CS55\Downloads\Adobe-After-Effects-CS6-Win-SDK\Adobe After Effects CS6 Win SDK\Examples\Effect\Resizer\Win\x64\Debug\BAT00000751766092.bat"""
Creating temporary file "c:\Users\DamsCGWorkStation\Documents\Programmation\After Effect\CS55\Downloads\Adobe-After-Effects-CS6-Win-SDK\Adobe After Effects CS6 Win SDK\Examples\Effect\Resizer\Win\x64\Debug\RSP00000851766092.rsp" with contents
[
/Od /I "..\..\..\Headers" /I "..\..\..\Headers\SP" /I "..\..\..\Headers\Win" /I "..\..\..\Resources" /I "..\..\..\Util" /D "MSWindows" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_VC80_UPGRADE=0x0710" /D "_WINDLL" /FD /EHsc /MDd /Zp4 /Fp".\Debug/Resizer.pch" /FAs /Fa".\Debug/" /Fo".\Debug/" /Fd".\Debug/" /FR"x64\Debug\\" /W2 /WX /c /Zi "..\..\..\Util\MissingSuiteError.cpp"
]
Creating command line "cl.exe @"c:\Users\DamsCGWorkStation\Documents\Programmation\After Effect\CS55\Downloads\Adobe-After-Effects-CS6-Win-SDK\Adobe After Effects CS6 Win SDK\Examples\Effect\Resizer\Win\x64\Debug\RSP00000851766092.rsp" /nologo /errorReport:prompt"
Creating temporary file "c:\Users\DamsCGWorkStation\Documents\Programmation\After Effect\CS55\Downloads\Adobe-After-Effects-CS6-Win-SDK\Adobe After Effects CS6 Win SDK\Examples\Effect\Resizer\Win\x64\Debug\RSP00000951766092.rsp" with contents
[
/Od /I "..\..\..\Headers" /I "..\..\..\Headers\SP" /I "..\..\..\Headers\Win" /I "..\..\..\Resources" /I "..\..\..\Util" /D "MSWindows" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FD /EHsc /MDd /Zp4 /Fp".\Debug/Resizer.pch" /FAs /Fa".\Debug/" /Fo".\Debug/" /Fd".\Debug/" /FR"x64\Debug\\" /W2 /WX /c /Zi "..\Resizer_Strings.cpp"

"..\Resizer.cpp"

"..\..\..\Util\AEGP_SuiteHandler.cpp"
]
Creating command line "cl.exe @"c:\Users\DamsCGWorkStation\Documents\Programmation\After Effect\CS55\Downloads\Adobe-After-Effects-CS6-Win-SDK\Adobe After Effects CS6 Win SDK\Examples\Effect\Resizer\Win\x64\Debug\RSP00000951766092.rsp" /nologo /errorReport:prompt"
Creating command line "rc.exe /d "_DEBUG" /d "_VC80_UPGRADE=0x0710" /l 0x409 /fo"x64\Debug/ResizerPiPL.res" ".\ResizerPiPL.rc""
Creating temporary file "c:\Users\DamsCGWorkStation\Documents\Programmation\After Effect\CS55\Downloads\Adobe-After-Effects-CS6-Win-SDK\Adobe After Effects CS6 Win SDK\Examples\Effect\Resizer\Win\x64\Debug\TMP00000A51766092.tmp" with contents
[
2 /* ISOLATIONAWARE_MANIFEST_RESOURCE_ID */ 24 /* RT_MANIFEST */ ".\\x64\\Debug\\Resizer.aex.embed.manifest"
]
Creating command line "rc.exe /fo".\x64\Debug\Resizer.aex.embed.manifest.res" "c:\Users\DamsCGWorkStation\Documents\Programmation\After Effect\CS55\Downloads\Adobe-After-Effects-CS6-Win-SDK\Adobe After Effects CS6 Win SDK\Examples\Effect\Resizer\Win\x64\Debug\TMP00000A51766092.tmp""
Creating temporary file "c:\Users\DamsCGWorkStation\Documents\Programmation\After Effect\CS55\Downloads\Adobe-After-Effects-CS6-Win-SDK\Adobe After Effects CS6 Win SDK\Examples\Effect\Resizer\Win\x64\Debug\RSP00000B51766092.rsp" with contents
[
/OUT:"C:\Program Files\Adobe\Common\Plug-ins\CS6\MediaCore\Resizer.aex" /INCREMENTAL /DLL /MANIFEST /MANIFESTFILE:"x64\Debug\Resizer.aex.intermediate.manifest" /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /DEBUG /PDB:".\Debug/Resizer.pdb" /SUBSYSTEM:WINDOWS /DYNAMICBASE:NO /IMPLIB:".\Debug/Resizer.lib" /MACHINE:X64 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib

".\x64\Debug\ResizerPiPL.res"

".\Debug\AEGP_SuiteHandler.obj"

".\Debug\MissingSuiteError.obj"

".\Debug\Resizer.obj"

".\Debug\Resizer_Strings.obj"

".\x64\Debug\Resizer.aex.embed.manifest.res"
]
Creating command line "link.exe @"c:\Users\DamsCGWorkStation\Documents\Programmation\After Effect\CS55\Downloads\Adobe-After-Effects-CS6-Win-SDK\Adobe After Effects CS6 Win SDK\Examples\Effect\Resizer\Win\x64\Debug\RSP00000B51766092.rsp" /NOLOGO /ERRORREPORT:PROMPT"
Creating temporary file "c:\Users\DamsCGWorkStation\Documents\Programmation\After Effect\CS55\Downloads\Adobe-After-Effects-CS6-Win-SDK\Adobe After Effects CS6 Win SDK\Examples\Effect\Resizer\Win\x64\Debug\RSP00000C51766092.rsp" with contents
[
/o "x64\Debug/Resizer.bsc"

".\x64\Debug\AEGP_SuiteHandler.sbr"

".\x64\Debug\MissingSuiteError.sbr"

".\x64\Debug\Resizer.sbr"

".\x64\Debug\Resizer_Strings.sbr"
]
Creating command line "bscmake.exe @"c:\Users\DamsCGWorkStation\Documents\Programmation\After Effect\CS55\Downloads\Adobe-After-Effects-CS6-Win-SDK\Adobe After Effects CS6 Win SDK\Examples\Effect\Resizer\Win\x64\Debug\RSP00000C51766092.rsp" /nologo"
Output Window


Compiling the PiPL
Microsoft (R) C/C++ Optimizing Compiler Version 15.00.30729.01 for x64
Copyright (C) Microsoft Corporation.  All rights reserved.
ResizerPiPL.r
Microsoft (R) C/C++ Optimizing Compiler Version 15.00.30729.01 for x64
Copyright (C) Microsoft Corporation.  All rights reserved.
ResizerPiPL.rrc
Compiling...
MissingSuiteError.cpp
Compiling...
Resizer_Strings.cpp
Resizer.cpp
AEGP_SuiteHandler.cpp
Generating Code...
Compiling resources...
Microsoft (R) Windows (R) Resource Compiler Version 6.1.6723.1
Copyright (C) Microsoft Corporation.  All rights reserved.
Compiling manifest to resources...
Microsoft (R) Windows (R) Resource Compiler Version 6.1.6723.1
Copyright (C) Microsoft Corporation.  All rights reserved.
Linking...
LINK : cannot create map for .ILK file; linking nonincrementally
LINK : fatal error LNK1104: cannot open file 'C:\Program Files\Adobe\Common\Plug-ins\CS6\MediaCore\Resizer.aex'
Creating browse information file...
Microsoft Browse Information Maintenance Utility Version 9.00.30729
Copyright (C) Microsoft Corporation. All rights reserved.
Results


Build log was saved at "file://c:\Users\DamsCGWorkStation\Documents\Programmation\After Effect\CS55\Downloads\Adobe-After-Effects-CS6-Win-SDK\Adobe After Effects CS6 Win SDK\Examples\Effect\Resizer\Win\x64\Debug\BuildLog.htm"
Resizer - 1 error(s), 0 warning(s)

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

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!

Arbitrary Parameter Management and Hi-Definition support

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Hey there,

 

I am using the AE/PPRO SDKs for custom filter development and I am facing the following issues:

 

I created a custom UI with highly customized, "self-drawn" slider parameters, using arbitrary data parameters to store their values. That is all working fine - but seems to be incredibly heavy lifting for my machine. Handling the Drag-Event within the custom UI, I check if the drag appears on the slider, set the value of an arbParam and mark:

 

params[ECW_UI_COLOR]->uu.change_flags     |= PF_ChangeFlag_CHANGED_VALUE;

 

-> leading to redrawing of the interface. What seems to be really heavy tho appears to be the arbitrary parameter update, which I don't really understand.

I also checked the ColorGrid example implementation and observed an analogue behaviour, though not as bad because it doesn't have my crazy drag events. ;-)

 

My first question now is:

 

Is there any alternative for me, to store and update temporary/session-like data (like the actual value of my custom slider) other than directly into arbParams? (then I could store only the last slider value on Mouse_Exit into arb for example..)

 

---

 

I am also using the DrawImage function from the SurfaceSuite and don't understand how the HIDPI AND RETINA DISPLAY SUPPORT should work.

 

I am using NewImageFromBuffer and DrawImage to load and position a png onto the surface - which is working nicely - but don't understand the documentation for the Transform function to scale my image down on hi-res screens. My questions are:

 

- What is const DRAWBOT_MatrixF32 * in_matrixP supposed to be / How would it be used and what are the value within the matrix for?

- Documentation says To support HiDPI and Retina Displays, you can use offscreen images that are twice the size, and then use the Transform function to scale the image down in half before drawing it. How would I use the transform function on the image when Transform gets the surface_ref??

 

I think a very simple example would save my life since I've tried almost everything I could imagine..

 

Help would highly be appreciated and please excuse my probably bad explanation, I'm pretty new in this whole After Effects SDK world. ;-)

 

Thanks in advance and greetings from Hamburg, Germany!

 

Marcel

Getting the start and duration of the clip currently being rendered?

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Hi,

 

I am creating a After Effects effect for use in Premier Pro.

 

Duding render I need to know the start and duration of a clip.

 

The problem is that if my effect is applied multiple times on the timeline, the clipStart and clipDuration information is sometimes returned for a different clip (not the one being rendered).

 

In the Render routine:

 

A_long clipDuration, clipStart;

...

...

/* Only Premiere Pro supported.
*/
if (in_data->appl_id == 'PrMr') {
AEFX_SuiteScoper<PF_UtilitySuite8> utilitySuite =
AEFX_SuiteScoper<PF_UtilitySuite8>(in_data,
kPFUtilitySuite,kPFUtilitySuiteVersion8,
out_data);

 

if (err == PF_Err_NONE) {
err = (utilitySuite->GetClipDuration(in_data->effect_ref, &clipDuration));
}

 

if (err == PF_Err_NONE) {
err = (utilitySuite->GetClipStart(in_data->effect_ref, &clipStart));
}

 

How can I get the correct clip start and duration of the clip being rendered?

 

Thank you.

Effect Crashes When Applying to Layer

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A weird and annoying problem I'm having with my new plugin.

I've been testing with a saved project for a while and everything is working great. However I thought I'd better test my sequence data initialisation and so created a new project, and applied my plugin. Instant crash (and not the good type where it saves a copy of your project).

At first I thought it was something to do with sequence data (PF_Cmd_SEQUENCE_SETUP) but I've since disabled this and any reliance on sequence data and the plugin still crashes immediately.

Debug is no good, because it's happening not within my plugin but after it's exited back to AE.

It's happening before it gets to SMART PRE-RENDER and SMART RENDER.

It's odd that it only happens when you apply a new instance of the effect. It's also odd that it happens in CS6, but not CC2015.

 

Anyone had this behaviour before? If so, any ideas why it's crashing with a new instance, but not with an existing one?

 

Cheers!

dynamically add or remove items from popup menu?

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Hi,

 

Is there a (safe) way to dynamically add or remove items

from a popup-menu type parameter for an effect plugin?

 

Thanks.


Creative Suite Developer Summit

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You may be interested in learning more about the Upcoming Creative Suite Developer Summit. Held in Seattle on May 3rd through May 6th, 2010, the conference is free, and is intended to provide you with developer level information specific to the Creative Suite Products, including After Effects and Premiere.

 

You can see the main information page, including class listing and registration at http://www.adobe.com/go/2010csbuDevSummit - but you'll be interested in the following classes:

  • Digital Video - Script to Screen workflow overview (May 4th at 11:00 am)
  • Digital Video - Script to Screen - Metadata & other business opportunities for developers (May 4th at 2:00 pm)
  • Digital Video - 64 bit issues (May 4th at 3:00 pm)
  • Emerging DSLR Video (May 4th at 4:00 pm)
  • Adobe Premiere Hands-On (May 4th from 5pm to 7pm)

 

Again - these developer-level classes are free - but do require registration if you want to attend live. Registration link available at the above link.

 

Questions? Feel free to ask

 

mnr@adobe.com

 

ItsNotABeach_Layers.png

How to call force render on custom effect from AEGP?

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Hi All,

          I want to call a force render on my custom effect from AEGP. I tried setting PF_OutFlag_Force_Rerender flag in PF_CMD_COMPLETELY_GENERAL (Called from AEGP via AEGP_EffectGeneric()). But it did not work. Is there any other way to force a rerender on the custom effect?

 

Thanks,

Dheeraj.

Reload plugin after building...

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Would like to enquire about "SLICK DEBUGGING TRICKS" in After Effects SDK Guide (in pdf) for AE CS5 (version 10). Perhaps somebody is successful following the steps!?

I see a few problems as follows:

 

1) AE application keeps a file lock on Filter plugins (or plug-ins)

 

even if one could overwrite an effect plugin when AE process is running...

 

2) Purge All (in menu Purge -> All or Ctrl - Alt - key '/' on the numpad) does not reload the plugin; in fact this is being called in the following order:

    PF_Cmd_FRAME_SETUP,
    PF_Cmd_RENDER,
    PF_Cmd_FRAME_SETDOWN,

no request for PF_Cmd_GLOBAL_SETUP or PF_Cmd_GLOBAL_SETDOWN is made. also this thread already mentions it: http://forums.adobe.com/click.jspa?searchID=3907456&objectType=2&objectID=1798812

 

 

3) VS does not allow Edit & Continue or x64, and CS5 seems to be x64 only - how could you make use of this functionality? or documentation does not seem to be updated completely for SDK for CS5?

 

Greetings

 

mike

How to set camera type to One-Node in AEGP

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I am writing an AEGP plugin that creates a camera in After Effects. The camera needs to be set to One Node, however the default appears to be Two-Node, and I cannot find any way of controlling this in either the initial AEGP_CreateCameraInComp method on AEGP_CompSuite6, or after the fact on AEGP_CameraSuite2, which would seem to be the obvious place to look.

 

Am I looking in the wrong places, or is there really no way to control whether a camera is One or Two node when creating it via an AEGP?

Input to output (pixel by pixel) problems

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I'm at the start of creating a simple plugin. My aim is to put everything from input to output but pixel by pixel. I'm using a CCU example for that, but this causes problems.

 

Here's my code:

    PF_EffectWorld *inputP = &params[0]->u.ld;

    PF_Pixel8 *inputPix = (PF_Pixel8 *)inputP->data;

    PF_Pixel8 *outPix = (PF_Pixel8 *)output->data;

   

    for (int i=0; i<output->height; i++)

    {

        for (int j=0; j<output->width; j++)   

        {

            *outPix++ = *inputPix++;

        }

    }

 

My original footage looks like this:

01.png

 

And after using my code it looks like this:

02.png

 

After adding the bold line everything works (why do I have to use that line?):

for (int i=0; i<output->height; i++)

    {

        for (int j=0; j<output->width; j++)   

        {

            *outPix++ = *inputPix++;

        }

       

        for(int k=0;k<4;k++) inputPix++;

    }

 

But when I'm trying to use the plugin again on the same footage it looks like this:

03.png

 

Am I missing something? What causes that? When I use the callback funcion everything works fine, but I have to do that using the above way 'cause I have to have access to every pixel of the footage.

Thanks in advance, David

Resize Question

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Hello,
lets say that i want to make an effect thats all it does is to change the buffer size,
so in the FRAME_SETUP i set the new height and width,
then, in the RENDER i have a problem because the input (params[0]->u.ld.data) is not the same size as the output (output->data)
so i can't copy the pixels from one to another...
what is the right way to deal with this?

 

(i know the PF_COPY can manage this problem, but i want to know to do it myself)

 

tnx :-)

Complete newbie needs Xcode help with plugin development

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So, I decided to begin climbing the steep learning curve for developing plugins for AE.  I downloaded the SDK from Adobe, and following the directions as best I could, but I keep getting this error:

 

ae-sdk-error.png

 

What should I modify in Xcode so that Skeleton actually builds.

 

Thanks!


Fixing keyframes

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Hi,

 

I've written an effect (layer effect) which performs different actions in a specific order.

If this order is respected, everything's fine.

 

The problems come when the user drags the keyframes in the timeline (so when their time change...).

 

I've tried to save the keyframes times when keys are set and compare them with actual keytimes, but if user drags them fast enough, the render is called anyway...

 

So here's my question: is there any way to fix the keyframes in time?

 

If not, is there a way to hide (or disable) the keyframes in the timeline, but not in the Effect's UI?

 

Thanx,

François

Issue with applying plugin in non-English version of AE on non-English version of Windows

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Hi There,

 

I am encountering an issue related to my plugin and differing language versions of AE.  When I apply my plugin to a layer within a project opened in an English version of AE, everything behaves as expected.  However, when I apply the same plugin, in the same manner, on a non-English version of AE, I get an error message.  I am dealing with this debug process on Windows 8 in Spanish.  Here is the error I am receiving from the the Spanish version of CS6 on Windows8 (Spanish):

 

"After Effects error: no se pudo cargar el plugin "Debug.aex" (126).

 

( 48 :: 46 )

 

That basically says that the plugin could not be applied.  Is there any reason why I might get this error in the Spanish version and not receive it in the English version?  Do I need to setup VS2012 to build in release mode for it to work?  Am I missing something?

 

Thanks,

Arie

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

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.

Is there a download link for the CC 2015 version of the After Effects SDK anywhere?

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With all this news of updating plugins for CC 2015, I was hoping to find the SDK here so that I could update mine as well. Imagine my disappointment to only find 2014. I think I originally had to use an older version the last time I developed for AE. Has anyone seen it anywhere? Thanks!

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