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How to output currently rendering frame in composition to printf statement?

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Hi There,

 

How can I get the current frame of the composition being rendered output to a printf statement.  I'm doing something like the following.  DoRender() is being called from within PF_Cmd_SMART_RENDER:

 

staticinlinePF_Err

DoRender(

    PF_InData  *in_data,

    PF_EffectWorld  *inputP,

    RenderData  *rendP,

    PF_OutData      *out_data,

    PF_LayerDef  *outputP,

    PF_ParamDef  *params[])

{

printf("\nRendering time %s",in_data->current_time);

}

 

When I use the command line to execute AE and render a project with a plugin, I get the following output.  Why am I getting the null value for some frames, but then some are blank, and I kid you not, there is an ascii happy face that prints out--very weird.  Any ideas?:

 

Rendering time (null)

Rendering time (null)

Rendering time (null)

Rendering time (null)

Rendering time (null)

Rendering time (null)

Rendering time (null)

Rendering time (null)

Rendering time (null)

Rendering time

Rendering time

Rendering time

Rendering time

Rendering time

Rendering time

Rendering time

Rendering time

Rendering time

Rendering time

Rendering time

Rendering time

Rendering time

Rendering time

Rendering time

Rendering time

Rendering time ☺

Rendering time

Rendering time

Rendering time

Rendering time


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

Running ae sdk example in visual studio

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I just trying to run "paramarama" project in visual studio 2013, and getting linking error-

Error1error LNK1104: cannot open file '\Paramarama.aex'

Please can someone help me to get ride of this problem!

after effects and element 3d v2

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i installed element 3d v2 but when i apply it first it shows a debug error and then "after effects error invalid filter (25 :: 3)"

i have 2GB geforce GT 610 graphic card

win 7

i3 3.3 ghz

please help

AEIO with 32 bpc, multiple layers?

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Hi,

 

I am trying to write a AEIO plugin in order to import footage from my own graphic format. So far, I´ve been able to develop a very basic one (which works fine) but I would like to improve it a bit and I am somewhat stuck:

 

- Now, my plugin only imports the footage in 8 bits per channel, but my graphic format supports 32 bpc. In the documentation there is a flag called "AEIO_MFlag2_CAN_DRAW_FLOAT", but little help about how to use it. How do I fill the "PF_EffectWorld" with floats in my "AEIO_DrawSparseFrame" function? Effect plug-ins have a nice "get_pixel_data_float", but I cannot access that function from an AEIO, can I?

 

- My graphic format also supports layers. Again, there is a nice "AEIO_MFlag_HAS_LAYERS" in the documentation, but little help about how to use it. I would be happy if I could replicate the same behavior AE has when opening a .psd file (a UI Dialog asking for what layer to import) but I also have problems creating custom option dialogs ("AEIO_MFlag_SEQ_OPTIONS_DLG" is not documented, "AEIO_SeqOptionsDlg" never seems to get called no matter what, etc...). Also, if I go for a custom Win32 dialog, I can not manage to get a good hInstance (once more, "PF_GET_PLATFORM_DATA" seems to be available only to Effect plug-ins)

 

Any help or pointer is greatly appreciated!!

 

Cheers,

Oscar

access preview cache...

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Much like EMP plugin - it would be nice to register AE_Hooks::blit_hook_func from within an Effect.

 

Has anyone attempted this before?

 

I guess alternative is to check if for PF_InData::current_time during PF_Cmd_UPDATE_PARAMS_UI, which includes having the time slider moved, and re-render separately, but this undermines the whole idea of caching...

 

Any logs of the experiences would be welcome!

 

 

greets
mike

When is it OK to run a java script using AEGP_ExecuteScript.

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Hello, I am writing a plugin using the c++ SDK which takes the fonts names of the current selected composition.

Get the font name is done by executing a java script and this code is a part of the idle hook.

My problem is that when a model window of after effects is open, i get popup messages telling me that it is not allowed to execute a script while a model window is open.

Also, when i try to edit a text i get a strange message saying: "need to focus on ourselves".

 

Is there any way to ask after effect if it is OK to run a script?

 

Thanks!

Any tutorials/examples of using JUCE as a GUI for the Panelator?

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Hi All,

 

 

I'm trying to replace the PanelatorUI_Plat class with Juce GUI.

 

Though, it should be simple and strait forward, I'm literally failing to make the things work.

Any examples/tutorials for doing that?

 

 

Best regards,

Yuri


PF_Cmd_USER_CHANGED_PARAM not notified when changed param value in timeline panel?

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hi,all:

     i add a param with flag PF_ParamFlag_SUPERVISE in PF_Cmd_PARAMS_SETUP.and could receive PF_Cmd_USER_CHANGED_PARAM command when i change the value in the effect control panel,but when i change the value in the timeline panel my plugin just receive PF_Cmd_UPDATE_PARAMS_UI command not PF_Cmd_USER_CHANGED_PARAM command and cann't change parameter values while responding to PF_Cmd_UPDATE_PARAMS_UI.

Using Thread in a Plugin

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Hello, and best wishes for 2016.

 

I have an issue with a thread process in a plugin.

 

Before calling a thread task,

functions like :

           ERR(suites.LayerSuite8()->AEGP_GetActiveLayer(&current_layerH));

            ERR(suites.ProjSuite6()->AEGP_GetProjectByIndex(0, &projH));

            ERR(suites.ProjSuite6()->AEGP_GetProjectRootFolder(projH, &root_itemH));

            err = suites.CompSuite10()->AEGP_CreateComp( startedParentFolder,

                                                       u16str,

                                                       700,

                                                       900,

                                                       &comp_parRt,

                                                       &durationT,

                                                       &fps,

                                                       &new_compH);

are working.

 

 

But after calling a basic function using thread,  like

staticvoid myFunc(){

    for(int i = 0; i<100; i++){

        cout << i << endl;

        //std::cout << "I " << i << "  " << std::this_thread::get_id() << std::endl;

    }

}

 

             std::thread t(myFunc);

             t.join();

 

 

             ERR(suites.LayerSuite8()->AEGP_GetActiveLayer(&current_layerH));  ===> works

but

            ERR(suites.ProjSuite6()->AEGP_GetProjectByIndex(0, &projH));  ==== >doesn't. projH return NULL

 

My question is how can I use (If it is possible) threads in a plugin, and manipulate AE UI (Plugin Effect panel, TimeLine ...)

I have to say that my main thread id is the same before and after my process.

Cheers Jim

get Current Time

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How everybody,

 

i am now studying the examples. I tried to use the "current_time" identifier in my sekeleton example, but its not defind. So i read through the sdk it says, that its just available in PF_CMD_Render. I don't know what it exactly means, but i think i found the solution in the Artie example under AEGP.

 

so first there are two variables defined:

 

A_Time comp_time, comp_time_step,

 

suites.CanvasSuite5()->AEGP_GetCompRenderTime(render_contextH, &comp_time, &comp_time_step);

 

 

 

by the way what are the differences between CavasSuite5 ..CanvasSuite7

 

 

thank you very much for your help.

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

Get output of layer after applied effects and transformations?

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I know I can get the pixel data of a layer either by calling Sampling8Suite1()->subpixel_sample() or by directly acessing the layer's data field.

Both methods work fine, but give me only the pixels before any effects or transformations (scaling, rotation, etc.) have been applied on a layer.

 

Example: I add a red solid and on this red solid I add the effect "Fractal Noise".

On another layer I add my plugin which samples the input of the first layer. But it will never give me the fractal noise output, only the red solid pixels.

DId I miss something somewhere or is this not possible within AE?

 

Any help appreciated!

Thanks!

When do Artisans render

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I figured that an artisan's render callback will get called every time a blit happens (e.g. the timeline moved), however upon testing, it seems like it's only actually called when something in the scene changes, such as an attribute of some layer.

Are artisans supposed to calculate all of the frames in the timeline at that point? I don't get the logic here.

AEGP menus

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It doesn't look like I can, but is there a way to make nested menus?

-Rich

Drawing an Image in Effects UI crashes

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Hi,

 

I'm currently using CS5 SDK.
I was trying to draw an image in Effect UI using NewImageFromBuffer and DrawImage calls. First time it draws. But if you click on the image or resize the effects panel, it crashes.


I'm getting image data using third party framework JUCE. It crashes for NewImageFromBuffer call in draw event.

Accessing Render Data...

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I'm completely unfamiliar with Adobe Plug-In writing and, before I dive in to it I'm curious if what I'm trying to achieve is even possible.

 

I'd like to have a plug-in that will record per-frame render details (basically just the stuff you see when you twirl down the 'Render Details' carat) while rendering.  The goal would be to create a bar graph of the render-times per frame and, if the user requests, a graph showing the time of each step per rendered frame (transforming, compositing, render effect, etc).

 

Is is it even possible to grab this data while rendering?

 

Thanks,

 

Matt

Can't load plugins in the MediaCore folder

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So, my After Effects is installed in "E:\Adobe\After Effects CS6",so the MediaCore folder's path is "E:\Adobe\Common\Plug-ins\CS6\MediaCore".

I just started to learn the SDK yesterday. When I was playing with the samples in the SDK, I set the output folder to the MediaCore folder, After Effects won't load the plugins in this folder. I have to copy the plugins to the plugin folder in After Effects support files folder.

If I set the output folder to the plugin folder of After Effects, After Effects keeps crash.

What should I do?

I'm using Windows 7 Ultimate sp1 64 bit, After Effects CS6 and Visual Studio 2010 Ultimate.

How to Render in AEGP with AE 2015??!!

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Hi All,

 

There is a change in AE 2015 where two separate threads where presented: UI thread and Rendering thread.

 

Here is my issue:

 

Let's take a Panelator project as example.

- I've a window with a button.

- The click on this button is recognized as part of an idle hook function

- This idle hook function called within the UI thread.

 

The question is:

  - If I would like to render as a response to "Click Me" button. How can I do it? 

     Whenever the button action performs any lengthy operation the AE hangs.

 

 

Right now, I perform a rendering as a response to the click, but it's not a correct way to work in AE 2015.

 

So, what is the right way to do it in AE?

Running AE from XCode on build won't load ExternalObject library

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Hello All!  Long time no write in this forum.

 

I'm not sure if I should be posting this thread in the scripting forum or SDK forum, but I thought I would try here first since the problem I'm dealing with is related to my IDE—I think.

 

I'm modifying a plugin I've built, and it's building fine and loading fine in AE.  I'm using XCode, and I've configured my build "scheme" so that when I hit run, XCode builds my plugin, and then runs After Effects so I can debug the plugin code.  I've also built a ScriptUI panel that loads a separate C++ linked library I coded specifically for the ExtendScript ExternalObject interface.  If I run After Effects normally, by clicking its icon on my dock, the linked library loads into AE just fine.  However, when I build and run via XCode with my "scheme", AE runs, but when I load the ScriptUI, AE reports that it cannot find the object.  So, I thought it had maybe to do with the "Working Directory" in the scheme when I run AE from XCode, and I changed it to the AE directory on OSX, but that didn't seem to do the trick—the ExternalObject library still does not load correctly.

 

Does anybody have any insight as to why the ExternalObject library would load fine when running AE normally, but not when I run through XCode?

 

Thanks for your time and help!

 

—Arie

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