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Bug with Liquify in CC 2014 - Actions/Scripts

Explorer ,
Jul 03, 2014 Jul 03, 2014

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I am trying to open the Liquify filter from either a script or action, but it only works if I first have a mesh.

var idLqFy = charIDToTypeID( "LqFy" );

executeAction( idLqFy, undefined, DialogModes.ALL );

I also tried recording an action with "Insert Menu Item..." and while it adds a step to the action that says "Liquify" it behaves the same as my script and refuses to open, unless I have a cached mesh.

The same code and action works on CC.

Thanks.

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Adobe
Community Expert ,
Jul 03, 2014 Jul 03, 2014

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The issue with the Script seems to apply on my set-up, too. (2014.0.0 on Mac OS X 10.8.5)

Maybe you should post a bug report over at

Photoshop Family Customer Community

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Adobe Employee ,
Jul 04, 2014 Jul 04, 2014

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The action descriptors for Liquify scripting were broken/changed when Liquify Smart Objects were introduced. If I remember correctly the same action descriptor was then used for the Smart Object (mesh included) and there was no way to use the mesh path version. The most recent release 2014.0 adds a second action descriptor. Now you can use either the supplied mesh version or the mesh path version. Be sure to check which action does what. We may have changed the mesh path action descriptor back to it's legacy behavior.

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Explorer ,
Jul 04, 2014 Jul 04, 2014

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Thanks.


I just noticed that if I create an action and record a Liquify step. When I run the action Photoshop crashes.

I will check out both supplied mesh and mesh path. See if I can figure out a way around it.

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Adobe Employee ,
Jul 05, 2014 Jul 05, 2014

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If you have a reproducible crasher please post the steps so we can fix it.

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New Here ,
Feb 23, 2015 Feb 23, 2015

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I'm using 15.2.2, and I have the same issue.

Running the following in ESTK fails:

var idLqFy = charIDToTypeID( "LqFy" );
executeAction( idLqFy, undefined, DialogModes.ALL);

It works fine in 14.2

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Adobe Employee ,
Mar 18, 2015 Mar 18, 2015

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We're looking into it. I have a bug logged internally for John W to look at.

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Enthusiast ,
Feb 26, 2016 Feb 26, 2016

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Please solve this on CC2014 v2.2

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Adobe Employee ,
Mar 17, 2016 Mar 17, 2016

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This script works for me. Note that you will get an error "The command “Liquify” is not currently available." if there is no document already opened.

Please let me know if this is not the problem you are experencing. If your are having troubles please paste a short script that demonstrates the bug.

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Enthusiast ,
Mar 18, 2016 Mar 18, 2016

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Hi

This doesn't work on my Photoshop CC2014 v2.2

I have noticed another strange bug:

- if I use the keyboard (shortcuts Ctrl+Shift+X) it works;

- but if i run it from the menu Filter > Liquify... it doesn't work

Using the script (I've embed it on a try catch to get the error)

try {

    var idLqFy = charIDToTypeID( "LqFy" );

    executeAction( idLqFy, undefined, DialogModes.ALL );

} catch (e) {$.writeln(e)}

It doesn't work (I have an image opened) and the error it gets is "Error: User cancelled the operation"

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Contributor ,
Mar 18, 2016 Mar 18, 2016

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have you seen this thread

https://forums.adobe.com/message/6099499

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Enthusiast ,
Mar 18, 2016 Mar 18, 2016

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It nothing to do with not saving the liquify last preferences regarding privileges.

I'm using windows 7 and my Liquify works fine only when called from keyboard shortcut.

Not from the Menu and not from the script call.

I had to invent an work around on this and I manage to call liquify from script.

1. saved an action opening Liquify

2. call that action from a script: app.doAction ('LiquifyAction', 'myActionSet');

This way it works.

Anyway, the bug remains.

The menu call doesn't work, neither the executeAction( charIDToTypeID( "LqFy" ), undefined, DialogModes.ALL );

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Adobe Employee ,
Mar 28, 2016 Mar 28, 2016

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To be perfectly clear the request is for Liquify to support being opened via a script without any sort of mesh supplied and DialogModes.ALL is used, correct?

Currently the script interface looks for a mesh path or inline mesh data and fails if neither is found.

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Enthusiast ,
Mar 29, 2016 Mar 29, 2016

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Hi

Yes, no mesh at all, waiting for the user to create it.

It is just to correct the call of its dialog that has a bug (mesh or no mesh, I do not know if it is causing this).

In my case, I do not need any previous mesh (only the flat one).

try {

    var idLqFy = charIDToTypeID( "LqFy" );

    executeAction( idLqFy, undefined, DialogModes.ALL );

} catch (e) {

    // if the Liquify aborts (cancel), here I put the code to that case

}

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New Here ,
Jul 20, 2014 Jul 20, 2014

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Nearly the same here, Photoshop CC 2014.0.0 does not crash, but Lliquify inserted as an menu item to an action (even if only Liquify) just don't work / just don't do anything. The "Liquifiy-Window" will not open, and the action seems to be fully played.

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Participant ,
Sep 27, 2014 Sep 27, 2014

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Same problem here with PSCC 2014.

Recording an action with insert menu item creates the liquify action step but nothing gets recorded.

Strangely enough, when running the action it loads the interface on the first time the action is run.

Any subsequent attempts to load the interface with action fail.

The script listener code generates a run time error when running a script:

Error:The user canceled the operation

// ==============================================

            var idLqFy = charIDToTypeID( "LqFy" );

            executeAction( idLqFy, undefined, DialogModes.ALL );

Try these two scripts separately

       

//=================================================

            var idLqFy = charIDToTypeID( "LqFy" );

            executeAction( idLqFy, undefined, DialogModes.NO );

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Mentor ,
Jul 30, 2022 Jul 30, 2022

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LATEST

Wow, 8 years later and this is still kind of broken. 

 

In Ps 23.4.2, if you add Liquify to an Action using 'Insert Menu Item', the previous mesh and settings will load instead of the default state. 

@J453 is this working as intended now?

 

To repro:

- create Action that has Liquify via insert

- open liquify and change sliders + add brushwork, click OK

- run the action on a new layer

 

result: the previous settings and mesh load, instead of the default Zero state.

 

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