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OscarAlva
OscarAlvaParticipant

Multitrack/Speaker Caption editingOpen for Voting

Hey team! Love all the improvements to the text based editing that have been added. In the world of tiktok, instagram, and youtube shorts and social media in general there's been a surge in content that has burnt in captions. I know you guys care about social media editing because you introduced a vertical profile. A lot of social content comes from longer format podcasts. I personally edit podcasts with 3+ speakers but when it comes to captioning clips for multiple speakers it's kind of a headache, sure premiere can differentiate the speakers when you transcribe but the moment you convert to captions the text kind of gets jumbled up together and it's a lot of correcting who's speaking.  With text based editing came the feature to transcribe the source clip which I wish could be used to transcribe and create captions for every track/speaker on separate caption tracks which could then be converted to graphics layers. The current workaround I've found is retranscribing the the sequence and selecting the idividual audio track instead of mix -> creating captions ->repeat for track 2 -> track 3 etc and i end up with a time line like this which then I clean up and correct the captions and convert to graphic layers to be able to do animations and end up with a final timeline looking like thisthe area where the captions overlap i have a splitscreen that each speaker has the text under   So to sum it up I think it would be great if we can just get caption tracks for individual speakers. And on the topic of captions it would be great to have a the option to set a keyboard short cut exactly like Edit selected caption text that would work on a graphic layer so there's less moving of the mouse.  would love to hear your thoughts on this!thanks youOscar Alva   

karmart93
karmart93Participating Frequently

After Effects: A Legacy Tool in a Modern WorldOpen for Voting

It’s 2025. I open After Effects and… it feels like I’m still working in 2013.While Blender, Unreal Engine, Houdini, and even newer tools like Cavalry are evolving with bold updates, After Effects has barely moved. Every time a new version drops, it’s disappointing to see tiny improvements disguised as “major features.” It’s as if Adobe is keeping the program on life support without actually developing it.Let’s call it out: Graph Editor – still outdated, clunky, and untouched for over a decade. No real-time preview, no modular behavior, no intelligent UI. No modern easing tools – no built-in bounce, elastic, inertia, or overshoot. You still need to rely on Expression tricks or 3rd-party scripts for basic animation finesse. No native effectors or procedural animation tools – while tools like Cavalry, Cinema 4D, and Notch offer real-time procedural workflows and effectors, After Effects is stuck in manual keyframes and precomp hell. Still no native IK (inverse kinematics) – even simple character rigs require a stack of third-party scripts or plugins. Why isn’t something like Duik, Rubberhose, or Limber native by now? No advanced duplicator – there's no built-in cloner or radial repeater like in Cavalry, Motion, or Mograph. We need a better system for duplicating layers with control over scale, delay, and animation. No node-based workflow – at least give us the option! Every other modern motion software has some form of visual scripting or node logic. 3D? A joke. The “3D” system in AE is laughably outdated. No lighting realism, no proper camera controls, no real viewport. Blender, Unreal, and even free tools are miles ahead. Scripts and plugins are doing Adobe's job – tools like Flow, EaseCopy, Motion Tools, Joysticks 'n Sliders, Duik, etc. are incredible—but many of these should be native. We're duct-taping creativity.  Comparing with the rest of the industry:Cavalry offers real-time procedural animation with effectors, duplicators, behaviors, and constraints.Blender has had constant innovation: Geometry Nodes, real-time rendering, asset browser, grease pencil updates, and a thriving dev community.Unreal Engine drops massive features like Nanite, Lumen, MetaHuman, and more—for free.Houdini is evolving faster than entire Adobe departments, and that’s saying something.Here’s what we actually want:A modern graph editor with user-defined easing presets, preview curves, and velocity visualizationBuilt-in bounce, overshoot, and motion behaviors — no more relying on expressionsEffectors and procedural animation systems, à la CavalryReal 3D integration or native support for importing scenes from Blender/UnrealA decent cloner/duplicator with delay, randomness, and animation controlsNative IK systems and rigging tools for characters and UI elementsNode-based system as an optional workflowTimeline folders or groupingBuilt-in SVG support and better shape layer toolsGPU acceleration that actually matters in real workflowsWe’re not asking for gimmicks. We’re asking for Adobe to start treating After Effects like it’s part of the future—not a legacy app with patches.If you’re a motion designer, VFX artist, or animator feeling the same, raise your voice. We love After Effects for what it was. But now it needs to evolve—or get left behind.

Max29840681yomcParticipating Frequently

Dynamic Link between AE projectsOpen for Voting

This might be a long shot and I dont know if its technically possible to implement, but I think this would be a major improvement to after effects as a whole. I think the easiest way to explain it is looking at the dynamic link feature between premiere and AE, but from AE projects to AE projects.I would have plenty of usecases for this and I it would elevate professional workflows into new heights.Just like having your own library of functions in coding, that you can link in multiple scripts, updating or adding new logic to the source function which automatically integrates in the scripts where its linked to. In this case the function would be an After effects project that you can reuse and implement in other projects and automatically updates in all linked projects if theres changes to the master project.Reallife example: I have a beverage flatlabel that I wrap around a beverage can with UV Map. I use this Label in multiple projects, since theres plenty of different campaigns and animations where this can is animated differently and set into different scenes.everytime anything on the master flatlabel changes, or we have to translate it into different languages for local campaigns, then I have to manually update and import the label project in ALL my different campaigns to update the Label there. If this Live Link would be a feature, then I could just do the changes in the master file and it automatically implements into all projects. This could also be further expanded in a way like Mogrts, that you can even control certain properties when its imported/live linked from the master project, without manipulating the actual master project. Obviously this would be a pretty major feature, but Im certain that this would have a huge impact on general user experience and complex professional workflows.