Every so often I run into a situation where I've created a full bleed design but when I go to set it up to print I realize that I forgot to include the bleed area past the trim line. Where this is especially annoying is when it is a photograph or piece of art that I don't really want to enlarge to account for the bleed.A work around is copying and then reflecting the image on each edge and butting it up against the trim line. Also, you can generative fill the bleed area. Both of those tactics work, but they are annoying.It would be awesome if there was a simple button to press where you said "create bleed" and you could set the size of the bleed you wanted and AI would just generate the bleed for you without any fuss. This would have to be in Photoshop.Maybe this is just a me problem, lol, but we have the technology!!
Contrary to Lightroom Classic, Lightroom CC doesn't automatically stack the two photos of a RAW+JPEG pair together. This creates quite a bit of clutter. Could you please implement this feature? Thank you.
HelloI’d love to see an option that lets clients download the entire shared album in JPEG standard (small), just like the current full-size JPEG download optionRight now, it seems possible to download photos one by one in JPEG standard (small) from the shared album, but not to download the whole album in that format at onceIn my case, that makes the workflow less practical, because I need a lighter JPEG version for web and social sharing, and it would be much more useful if clients could download the full shared album directly in JPEG standard (small) instead of handling each file individually or only using the full-size versionThis would improve my workflow by giving clients a simpler, faster, and more flexible delivery option. It would also reduce extra manual steps on my side and make the shared album more useful for different uses of the same shootI’d encourage others who would benefit from a smaller shared album download option to vote on this threadThank you for taking the time to read this, and have a great day
Simply give us the feature that we already had which was the ability to filter out photos which have been edited and non-edited. Without this option you cannot see which photos you have processed.
[This version of the post from the old feedback forum was updated 11/1/21.] Lightroom has long incorrectly copied crops and local adjustments between photos with different orientations. This post provides consistent principles of how copying should behave, test results of the current broken behavior, and a guide to implementing correct behavior. How Copying Crops and Adjustments Should Behave Users almost always place crops and local adjustments relative to the photo's content. A Spot Removal is placed over a blemish on a face; an Adjustment Brush lightens the shadows under eyes; a crop is placed tightly around a face; a Graduated Filter darkens the sky. So if a user copies a crop or local adjustment from a raw to a TIFF produced from that raw by Photoshop, the user expects the adjustment to appear in the exact same visual position and have the same effect. A Graduated Filter aligned with the horizon in the raw should also be aligned with the horizon in the TIFF; a Spot Removal applied to a face blemish in the raw should be located on that blemish in the TIFF. Problems When a user edits a portrait raw in Photoshop, the saved TIFF will appear portrait. But internally, the orientations of the two photos are different – the raw pixels are stored in landscape with an orientation tag indicating a 90-degree rotation, while the TIFF pixels are stored in portrait with an orientation tag indicating no rotation. When a user copies a crop or local adjustment between photos with different orientations or crops, LR usually copies the crop or adjustment incorrectly, placing it in the wrong location and with the wrong size. The precise behavior of LR has varied across versions, but it's never come close to being completely correct. I've done extensive testing of copying between orientations and crops, and the most recent results for LR 11.0 are posted below:https://community.adobe.com/t5/lightroom-classic-ideas/lightroom-correct-copying-of-crops-and-local-adjustments-of-virtual-copies/idc-p/12489948#M13017 There hasn't been much change from LR 10.3, though LR 11 did fix one important use-case, copying adjustments between masters and their virtual copies. Implementing the Desired Behavior Implementing the desired behavior is straightforward, requiring elementary coordinate transformations from the source to destination photos. I've implemented these transformations for my Copy Settings, Any Crop, and Any Filter plugins, and I've posted the source code for Copy Settings plugin. Internally, LR represents a photo as an underlying image (an array of pixels) and an "orientation" tag, which specifies how much the underlying image should be rotated (0, 90, 180, 270 degrees) and whether it should be mirrored to display it visually. Rotating or flipping an image in LR changes just the orientation tag. But when you edit a photo in Photoshop, it actually rotates and mirrors the pixels in the underlying image as specified by the orientation, and the saved TIFF will then have an orientation tag with no rotation or mirroring. LR represents the coordinates of crops and local adjustments with values in [0..1], where (0, 0) represents the upper-left corner of the underlying image before any orientation (rotation and mirroring) has been applied. Call this coordinate system the underlying-pixels coordinates. Call the coordinate system after the orientation has been applied the visible-pixels coordinates. When copying, LR should translate the underlying-pixel coordinates of the adjustments in the source image to visible coordinates. Then it should translate those visible coordinates to the underlying pixel coordinates of the target photo.
With the announcement of RTX Spark hardware, it would be helpful to get confirmation on whether Adobe After Effects will support it.RTX Spark appears to be some of the most powerful consumer-focused hardware currently available, and support for After Effects could be a major time-saver for rendering, previews, and wider motion graphics/VFX pipelines.NVIDIA has stated:“NVIDIA is partnering with Adobe to rearchitect Adobe Premiere and Photoshop for RTX Spark.”NVIDIA has also said:“Adobe will further extend Premiere and Photoshop to allow users to create, edit and design with Windows agents, providing creators with a collaborative teammate to accelerate their workflows. Updates to Adobe’s creative apps like Premiere, Photoshop and Substance are expected to start rolling out alongside RTX Spark availability.”Given that After Effects is such a key part of many Adobe video and motion graphics workflows, it would be useful to know:Whether After Effects will be supported on RTX Spark hardware. Whether After Effects will benefit from any RTX Spark-specific optimisation. Whether the Windows agent functionality mentioned for Premiere and Photoshop is also planned for After Effects.Any confirmation or roadmap information would be greatly appreciated.
when I hit L L for the hotkey to reveal the audio wave form, I would like to also have Audio Levels visible too. I've never wanted to see the audio level stopwatch without seeing the wave form a the same time. right now 1 L will open the stop watch, and 2 will hide stop watch and reveal waveform.
Dear Adobe After Effects Team,First, I would like to thank you for the incredible progress made in the native 3D workflow inside After Effects. The addition of GLB, glTF, FBX, and OBJ support has opened many new possibilities for motion designers and artists who rely on After Effects as their primary creative environment.I would like to submit a feature request that I believe would have a significant impact on the future of After Effects: native support for Alembic (.ABC) files.Alembic has become an industry-standard format for exchanging complex animated geometry between 3D applications. It is widely used for: Ocean and water simulations Cloth simulations Hair and fur animation Destruction and VFX caches Geometry Nodes workflows Vertex and point-level animation High-end character deformation caches Currently, many artists can import static or skeletal animated models into After Effects, but simulations and vertex-based animations are often lost because they rely on geometry cache data rather than bones or transforms.Native Alembic support would allow artists to bring complex animated assets directly into After Effects without relying on external rendering workflows or intermediary applications. This would greatly benefit motion designers, VFX artists, broadcast designers, architectural visualization artists, and creative studios around the world.As the native 3D capabilities of After Effects continue to evolve, Alembic support feels like a natural next step toward making After Effects a more complete 3D compositing and motion design platform.Thank you for your time, your innovation, and your continued investment in the After Effects community.Best regards,Othman Ahmed AkramCreative Technologist
Please add a dedicated animation Dope Sheet to Adobe After Effects. This would not replace the existing Timeline or Graph Editor (though it could be combined with the graph editor). Instead, it would provide a higher-level animation timing view designed specifically for blocking, retiming, spacing decisions, pose timing, and coordinating animation across many layers and properties. A true dope sheet would make After Effects significantly more efficient for character animation, motion design, explainer animation, rigged 2D animation, UI animation, kinetic typography, and hybrid 2D/3D production.The Current ProblemThe current After Effects Timeline is very powerful, but it becomes difficult to manage when a composition contains many animated layers, rigged character controls, shape layers, text animators, effects, masks, and nested precomps. Animators often need to understand the timing structure of an animation before they need to fine-tune curves. In those moments, the Graph Editor is too detailed, and the Timeline can become too visually dense.For example, when animating a character, title sequence, UI transition, or complex motion graphics scene, the animator may need to answer questions such as:Where are the main poses or timing accents? Which layers hit on the same frame? Which elements are leading or following? Where are the holds, breakdowns, anticipations, overshoots, and settles? How can a section of animation be retimed without digging through dozens of expanded properties? How can pose timing be adjusted before the animator commits to detailed easing?At the moment, this work often requires manually expanding and collapsing properties, selecting many separate keyframes, using markers, shifting layer bars, or jumping between the Timeline and Graph Editor. This slows down timing decisions and makes larger animation changes more error-prone.
It’s 2026, AI, robo-dogs, bases on the Moon, but Premiere still has no means of automatic horizon leveling in the footage. Isn’t it time already?I understand that to add such a feature Adobe have to think through the mechanism of analyzing a video since it demands one, so an automatic horizon leveling could be easily incorporated into the Warp stabilizer since you analyze your footage anyways when you need to fix something there. No need to add it into the Search or any other AI features as separate ones, just an old good Warp stab.
There is this tiny option the Effect controls panel in (any) Premiere called Anti-flicker FilterIn all my 15 years of video editing in Premiere this feature did nothing. Ever. It does not remove flicker or even change anything when you bump it up. In no case. Not a single one.The official info page dedicated to this feature says:Thin lines and sharp edges in images sometimes flicker when shown on interlaced displays, such as Anti-flicker Filter control in Effect Controls > Motion can reduce or eliminate this flicker. So it is rather a redundant feature that is of no use in 2026 because it has never produced any results that can be seen on old or new monitors or TV sets.It does not help here: or here:(these are no-fields by the way)I haven’t found any case where the result of what it does can be seen. Unfortunately I don’t know where you can get an “interlaced display” nowadays so my verdict is straight forward - this feature is outdated and it just takes some real estate in the Effect controls panel so it should be removed. Or may be not? What if Adobe engineers updated it, added some AI flavor may be and made it a real Flicker fixer instrument so much needed when editing footage with electric lights and moire patterns so that Premiere users didn’t have to buy an entire third-party plugin for it? DVR has a native flicker fixer, why doesn’t Premiere have one?
IDEA:The request is an extension of the current solo and Shy functions - currently we can solo layers in the viewport and make them Shy in the timeline as separate actions. I’d love to see an option to ‘Super-solo’ layers, which would allow the user to show only the layers they’ve got selected in both the timeline and the viewport in a single action.This would be super-useful when working on heavy / busy comps - being able to quickly reduce down to just the layers I need to see at that time would reduce cognitive load by a lot. It would also potentially help with performance, by reducing the amount of layers etc. that need to be drawn onscreen.PROPOSED USAGE:The User selects one or more layers, then runs the 'Super-solo' command. The result is only the selected layers are visible in the viewport and the timeline. All other layers are hidden in the viewport and the timeline.Some kind of indicator would be needed to show the user that Super-solo was active, in case a project was saved with Super-solo active.Running the command again would restore the full timeline view, while respecting any changes made to visibility/shy status during the Super-solo.Regarding Shy status, I think the ideal would be that Shy status was respected when running Super-solo. So if a user selected 5 layers, and one of that selection was set to Shy, all 5 would show in the timeline, and the Shy layer would retain it's shyguy checkbox status.By the same logic, a layer could have visibility turned off and be added to the super solo - it would not be visible in the viewport but would still show in the timeline.I'd imagine that the best solution to how Shy itself behaves when Super-solo is run would be a dropdown in preferences that the user could select. Off the top of my head, options would include:Keep current Shy setting (at time of running super solo) Always turn Shy off Always turn Shy onMy personal preference in that would be to always turn shy off, so I could see if I'd accidentally included some layers in the selection.Just having Super-solo be off or on would remove any potential issues with trying to add layers to an existing Super-solo session, it would simply be to turn it off, amend the layer selection, then turn it on again.TLDR:Add a new Super-solo function that when activated, would only show the layers selected at that time in both the timeline and viewport. All non-selected layers would be hidden in the timeline and viewport until the Super-solo was deactivated.Visibility and Shy status would be respected on the way in and out - so a layer could have visibility turned off and still be included in the Super-solo set, and if any changes were made while in Super-solo state, they would persist when the Super-solo was ended. Examples of similar functionality include:Magic Solo by Nitroman for Cinema4D https://nitro4d.com/product/magic-solo/ Focus in MtMograph Motion (which I did previously use, but the non-sub version is broken in recent AE so can’t use it any more) DUGR https://rxlaboratorio.org/rx-tool/dugr/ EJ’s SortIt for After Effects https://eyedesyn.com/product/sort-it-for-after-effects/(Note, some of these I have only just heard about - big up Laurence Yates, Coen Bouman, and Ryan Summers for the heads up on them).
Now that LRM has the ability to do HDR photos with the built in camera, it would be nice to also be able to produce HDR images with imported photos. It should be fairly easy to implement since the coding is already done for the camera.
Currently, the Texture sets are clearly distinct UV maps. This suggestion would add the possibility to merge those together at export, instead of having multiple sets of maps. EDIT : I've merged a similar user idea thread with this one. This way, the feature suggestion will have more upvotes, therefore more visibility on our side. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
Currently, when using the Caption translate option the text is translated and redistributed over the video but it creates mismatched and oddly timed captions. Sometimes the translated version merges lines from different speakers which is useless. There should be a checkbox like “keep original timing” so the text is translated line by line, maintaining the original captions’ TC.In the screenshot below you can see the original caption in the bottom track and the translated version above it. As you can see the cuts are totally different. Above in the monitor you can see the original text (red) and the translated version. They do not match.
It's great that the "remove punctuation" option was added for subtitles. Thanks for that, Adobe.To round out this update, would it also be possible to add an option to remove capital letters?Thanks.
Add the ability for us to pan around the canvas using the middle mouse button. It's more time saving to use it compared to going for the spacebar since your hand is already on the mouse. We have been asking for this feature for over 10 years. We shouldn't have to look for third party software or buy gaming mice with programable buttons to jerry rig something close enough at this point. Some people can't use normal/gaming mice anyways due to injury or disability so we're locked out of those options. Last I checked you have this canvas panning feature in After Effects. Why introduce super useful features, but keep them exclusive to only one of your apps? I've noticeed this so many times on different Adobe programs it's honestly annoying..
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