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Are there limitations as to when the Play command can be issued?
I am issuing it in the idle hook, and it does nothing whatsoever.
Other commands (and by other I mean RAM preview) work.
Thanks.
Hi Chananya,
It appears there may be a bug here. We're tracking this as #4028815. Thanks for your report.
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what AE version are you testing on?
in any case, you can try doing the same through javascript using
AEGP_ExecuteScript().
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I am using CC 2014.
I have tried both AEGP_DoCommand, and AEGP_ExecuteScript with the script being "app.executeCommand(2415)", neither worked
The functions are called from the idle hook of my AEGP plugin.
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looks to me like you're doing it right. it's either an AE bug, or a
restriction by design.
can you test with CC2015? if it's not working there either, you should
contact zac lam.
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Tested with 2015, no results there either.
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Hi Chananya,
Interesting if it isn't working. Curious, what are you using the Play command for on the IdleHook?
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I want to use external input that my plugin will read, and according to it start/stop the timeline.
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in that case, you can use any of the following to emulate a "play"
operation on each idle hook:
AEGP_SetItemCurrentTime
PF_MoveTimeStep
PF_MoveTimeStepActiveItem
not perfect, but it will get you some of the desired effect on vAE versions
where DoCommand doesn't help.
if what you're REALLY trying to do is to get frames out of AE and not just
to get it to play, then you can use:
AEGP_RenderAndCheckoutFrame
AEGP_GetReceiptWorld
and get the frames directly, instead of making AE move it's time indicator.
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Hi Chananya,
It appears there may be a bug here. We're tracking this as #4028815. Thanks for your report.