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Please allow us to simply copy and paste markers between layers and timelines/precomps.This simple feature:right click on any layer or timeline (or marker) -> copy/cut marker(s)right click another layer/timeline -> paste markers.Please please implement this. Can't tell you how many times I've spent valuable time putting markers in a comp only to realize it was the parent comp that needed them. Or simply wanting the same markers in another comp.This feature would save us all from tedious repeat work.
I’d like to request that Adobe increase the 2.1GB image buffer size limit in After Effects. Every year, more high-resolution screens and projection surfaces are popping up, and it’s becoming increasingly common to produce content at extremely large sizes. Unfortunately, hitting this buffer limit makes it impossible to stay fully within After Effects for these massive formats. Newer hardware can handle much larger frame sizes without issue, so it would be great if After Effects could evolve to support these modern workflows and avoid forcing creators to rely on workarounds or external tools. I hope the After Effects team considers this request and provides a higher buffer limit in a future update.
It's very frequent to have disabled and locked layers not updating when an Expression involving such layers has a referenced object that has its name changed and this usually only becomes known to the user at a much later time than when the incident that creates the error is initiated. So, I'm thinking of having this as a Pref setting in the Scripting & Expressions Section. AE already does changes automatically but it skips disabled and locked layers. So ... this sucks big time. I'm almost done with a script to perform this task but it's gotten really huge with other features it has and I've not been able to complete yet and I'm not too keen to re-visit it anytime soon. AND I'm sure there are users who will welcome this QoL addition.
Current constructs to not allow for control of word spaces - they all get nuked or ignored, by default.As an example - We start with - Today has been a busy day.If I then set my range to select words 2 and 3 with the intention of animating its fontSize via a Slider Control and starting from 0 to 50 with 50 also being the size of the base style; when fontSize is at 0, this is the result - Todaya busy day.This of course sucks like a drenched cigar. So, I'm thinking of a way to control word spaces and thought we could have an "extends" a bit like how sourceRectAtTime() uses extends. The possible arguments for "extends" to work with affected properties in the text.sourceText prop is as follows - fontSize(mySlider,startValue,length,true,1)Where "true" means, word spaces will be retained and the number (1 in this case) specifies the number of word spaces to use/retain. So, when animating fontSize, I will be able to hook up the "1", the number of wordspaces value
Isn't it just easier to make it "Save as" the location as the current opened file location? When we are jumping through different projects (which means different locations) you lose track of where you saved the project.On this version is saving on the last rendered location... Please fix this
Every project I use ease on key frames, I never want it to be the deafult 33.333% in my opinion it's ugly. So I'm manually changing this value to my preferred 70% every single time. It would save me and the whole community a lot of time if we could have a hot key that sets a ease key frame to you preferred velocity. Maybe if you press F9 twice it'd turn the deafult linear key frame to an easy easy with a velocity of 70%.Or even just give us the ability to change the default keyframe velocity in prefernces or something.
Current construct is such that Reduce Project ignores assets/properties/Expressions if these are not present in Comps selected priorly.So, to overcome this quite prevalent issue, I'm looking at a Pick Whip feature in the Project Panel to connect assets/comps. So, assets/comps connected in this way will be part of the selection for Reduce Project.TIA
1) The UI that appears is not sticky to the last selection. I'm too lazy to check but it seems to be sticky to the selection made in the Character Panel instead of being sticky to its use within the sourceText property.2) When a Font has multiple weights, a user has to select each weight, one at a time - there is no straightforward way to write out the weight variations because some foundaries are not strict to using "-" for a typeface, for its different font weights. So, I'm having to select each weight, one at a time to obtain the correct name for all the weights.So, the UI will be greatly improved if it can recognize the number of weights and allow for multiple weights to be selected within the UI and then applied into the Expression Text Box. And of course contextual stickiness for last font used will be good if request #2 above is trickier to apply. TIA ps - apologies for the cross post. I only just realized I posted in the wrong forum with the earlier post.
1) The UI that appears is not sticky to the last selection. I'm too lazy to check but it seems to be sticky to the selection made in the Character Panel instead of being sticky to its use within the sourceText property.2) When a Font has multiple weights, a user has to select each weight, one at a time - there is no straightforward way to write out the weight variations because some foundaries are not strict to using "-" for a typeface, for its different font weights. So, I'm having to select each weight, one at a time to obtain the correct name for all the weights.So, the UI will be greatly improved if it can recognize the number of weights and allow for multiple weights to be selected within the UI and then applied into the Expression Text Box. And of course contextual stickiness for last font used will be good if request #2 above is trickier to apply. TIA
I'm working more in AE this year and noticing substantial use of CPU and RAM resources when not using AE, coming to realize it is the "cache frames when idle" feature. That's great, but it is stealing power from other applications so I propose we get a way to globally disable that feature and only cache the comps we want to cache, or at least an easier way to disable per comp. If you have many comps it's not ideal but an visual icon that represents this feature is on would be great, either in the Project panel (like the icon that indicates a proxy) or in the Composition view panel
I would like to request the addition of an "Offset Paths" feature to the Text Animator. Text Animators are incredibly powerful tools for creating text animations, and their flexibility makes them essential for many projects.At the same time, applying "Offset Paths" to text produces visually striking and unique results. However, to use "Offset Paths" on text, we currently have to convert text to shape layers, which disables the use of Text Animators.While effects like "Simple Choker" can achieve a similar look, they are pixel-based and behave differently when scaling shapes.Integrating "Offset Paths" as part of the Text Animator would address these limitations and provide more creative possibilities without compromising workflow efficiency.
I import a folder to AE, and have AE watch that folder so that any new items placed into that folder can get pulled in either auto or a right click on the Project panel folder and update. For example... I have a SOURCE FOOTAGE folder that is constantly being added to, I can right click on the folder in the projects panel and UPDATE and any new items get pulled into the project (or have new items auto imported when opening the AE project,e etc)
I think it should be removed because: 1. The config is LUT based so is less accurate than the analytical implementation. 2. Due to the many LUTs required the installation size is 430Mb. If 1.2 config is removed only ~100kb remains. 3. ACES Reference Gamut Compression is only available in the OCIOv2 configs. 4. OCIOv2.x has long superseeded v1 with more flexibility. 5. ACES 2.0 is around the corner and will cause 5 total entries to the OCIO config list for just ACES as color management option. ACES 1.2 ACES 1.3 Studio ACES 1.3 CG ACES 2.0 Studio ACES 2.0 CG This is way too much imo. ACES 1.3 should remain there for legacy reasons. The DRT is completely different and many productions may linger for a bit more on 1.3 once 2.0 has arrived. But we don't need 1.2 there anymore for a long time already. For projects created with the pre-installed ACES 1.2 configuration a message should pop up that this config is depricated along with a link to w
[For the sake of clarity, I'm on a Windows system, wherein I have two keys marked Enter; the one in the middle of the keyboard (aka Return on Mac), and a second, smaller Enter on the bottom-right, as part of the NumPad. To avoid confusion, I will refer to this central Enter key as "Return," and to NumPad Enter as such.] TL;DR - would it be possible for Ctrl + Return to universally commit text edits? And/or could/should Numpad Enter be updated to also commit text edits, as it does when writing in the expression editor? --- When entering type into a text layer, you're able to press Ctrl + Return to commit the text edit, returning the selection to the layer itself. (Return, Alt + Return and Shift + Return all create line breaks.)Unfortunately, there doesn't appear to be a way to commit when editing that same Source Text input in the Essential Graphics panel, or when editing this text (as an Essential Property) in the Properties Panel
How it works now:You have multiple elements (assets, comps, etc.) in Project Window. On the right side of this window you have a slider to scroll / navigate from the top of the list to the bottom since you can't see all the elements at once.Now, if you press Enter and rename any of the elements in your Project Window for some mysterious reason the slider will reposition itself.How it could (should) work:After changing the name of any element in the Project Window the slider doesn't move.Reason:It's counterproductive as it is now. It slows down the workflow. When I want to change the name of another element in Project Window that is lower in the list, due to the automatic slider scroll I can't see it anymore and I have to manually scroll down again to see it. Every time I change the name the slider will adjust its position to the top, hiding other elements on the bottom.Please fix it by removing the "autoslide" of the slider in the Project Window.If on the other hand it works right now
Would be cool to have the active timeline show somehow in the projects panel - maybe an eyeball that appears or give the filename in the projects panel italics... something to highlight the job in hand.
If h.264 doesn't support alpha channels, why is it an option? I just wasted a bunch of time exporting all of my files in the wrong format because I figured it has to work if it's an option. Even RGB+Alpha is greyed out. So why not do it for the other alpha channel option?
Can someone please update the Preview Window in the Project Panel. It's like it's not been touched since the beginning of time. On modern monitors it's tiny! Pretty much pointless, at that size, in some cases. Please update it, Adobe.I (and I'm sure lots of others) would love to be able to resize it (the thumbnail image/video), or even pop it out onto it's own panel or something, where it can be scaled like a regular window. Or could the 'Preview' panel have a 'show thumbnail' option? Surely this isn't a big lift...? Thank you
他のレイヤーを参照したい場合は「計算」エフェクトで全く同じ挙動を実現できます。この不要な機能が実装されたためレイヤーを跨いだエフェクトのコピーペースト時にTopレイヤーの変更操作を行う必要があり、非常に不便です。「計算」エフェクトで同じことができるだけに、2024のCCCompositeはエラーを起こすだけ厄介なエフェクトです。せめてTop Layer部分にエクスプレッションが使用できるようになれば、まだ良いです(自分自身をターゲットにするエクスプレッションを仕込むので) とはいえ、利点が全く分からないため2025バージョンでは古い仕様に戻して欲しいです。
Hmmm ... strange IDEA for sure. But a well-designed AeMoGRT with less compute-intensive components at play can be played back in realtime in PPro.This feature will be useful for previewing AeMoGRTs in the Source Monitor; allowing the user to better engage with the AeMoGRT prior to committing them to the Timeline. I appreciate not all AeMoGRTs will be suitable but the idea to first preview an asset before commiting it to the Timeline is Editing 101. So ... nothing strange here. - just allowing a user the ability to audition/engage with an AeMoGRT will allow them to make better decisions.
The current workflow with AeMoGRT Development for use in PPro lacks context. It's not uncommon to test out an AeMoGRT in PPro to realize there are shortcomings/issues/essentially something needs adjustment. Current constructs require opening AE separately. Then, one has to search for the specific MoGRT which oftentimes is a PITA. Commit the changes. and then head back to PPro to either replace the updated AeMoGRT if it's got a updated name. It's really cumbersome. So, this FR is looking at being able to select an AeMoGRT in a PPro Timeline, right-clicking and selecting an option to Edit MoGRT in After Effects. When the user returns to PPro and PPro recognizes the AeMoGRT has been updated, PPro prompts the user if they want to replace the AeMoGRT in the Timeline with the updated AeMoGRT; including an option to replace all instances in the Timeline or Project.This will help speed up AeMoGRT DEV while also allowing Power Users in both apps to better leverage the seamless workflo
PROBLEM: If you have multiple pre-comps with 3D layers that need to be resolved within their individual pre-comps and then continuosly rasterized within your main comp, the only way to have them all share the same 3D space is to copy the 3D camera into each pre-comp, or link each camera to a single null in the main comp. SOLUTION: Allow users to define a single 3D camera layer from any comp and have it dynamically link so that all pre-comps referencing that camera will move within a shared 3D space
I loved using the "handwriting" freehand stroke feature found inside the graphics tool in Avid DS. I wish a similar tool could be added to Adobe After Effects. It makes masking scripty fonts for 'handwriting' on screen so easy. https://www.youtube.com/watch?v=wqQvkVHBbMo
We currently have 1 Checkbox but a set of 2 in a row and up to 3 in a row will be good towards making the EGP look more professional and less like an overgrowth. The EGP gets unwiedly tall in PPro. We'll also be able to set up more logical and user-friendly sections/UI within the EGP.
Hey, Sometimes in a project After Effects may randomly decide that the GPU cannot handle things and switches it's playback engine to Software/CPU. This forces the LUT interpolation to be reverted to Trilinear. When changing the playback engine back to Mercury GPU the LUT interpolation remains Trilinear and this is far from ideal for projects that rely on it. Hope to see this being adressed in a future update.
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