Bruce Bullis
Adobe Employee
Bruce Bullis
Adobe Employee
Activity
‎Nov 14, 2009
12:37 PM
Can anyone help me? Yes! i can only help by saying: you're not alone with this problem. that question was posted here before, and was left unanswered by adobe. The SDK provides direct contact information for an AE API Engineer; that's the best way to reach us. as far as i know, that function was never included in the SDK, and is unavailable for developers. most probably a mistake in ae's API department. The above is incorrect. The function is included in the SDK (otherwise, where would The_mts have seen it?), though it's not part of the AEGP_SuiteHandler helper class.You can use the suite directly, or add it to AEGP_SuiteHandler yourself. No promises, but it'll probably show up there in the next SDK release. Hope this helps!
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‎Dec 29, 2008
06:46 PM
GetItemFromLayer
GetItemLabel
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‎Dec 11, 2008
02:27 PM
Why not just set the 'stay loaded' bit?
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‎Dec 11, 2008
02:26 PM
Are the checkboxes effect params, or layer streams?
For effect params, see the Supervisor sample.
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‎Oct 28, 2008
11:03 AM
You can't; there's no method for effects to identify such dependencies.
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‎Oct 28, 2008
11:01 AM
The AE API doesn't know anything about OpenGL. You'd need to transfer your rendered result into the effect's output PF_EffectWorld.
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‎Oct 28, 2008
11:00 AM
No, once the user moves out of your custom UI's window, AE takes over.
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‎Oct 02, 2008
08:54 AM
During what command selectors are you trying to change your own parameters? If it's not during param supervision, don't expect it to work.
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‎Oct 01, 2008
02:18 PM
Your class's constructor could use our handle callbacks...
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‎Oct 01, 2008
09:35 AM
A plug-in is a DLL, from which After Effects USES a single entry point.
Have you seen the Quick-Start Guide, in the current SDK?
Sorry, I've never had the time to write the definitive O'Reilly book on AE plug-in creation. Not a big market. :)
The AE SDK Windows installer creates an environment variable, AE_PLUGIN_BUILD_DIR, which all the sample projects use for their output directory. If you have installed AE in the default location, the SDK projects will automagically build into AE's plug-in dir.
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‎Sep 23, 2008
08:33 AM
How about the following, from AEGP_UtilitySuite? A_Time's and A_Ratio's are pretty similar. :)
SPAPI A_Err (*AEGP_ConvertFpLongToHSFRatio)(
A_FpLong numberF, /* >> */
A_Ratio *ratioPR); /* << */
SPAPI A_Err (*AEGP_ConvertHSFRatioToFpLong)(
A_Ratio ratioR, /* << */
A_FpLong *numberPF); /* >> */
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‎Sep 23, 2008
08:30 AM
That's some scary stuff, but YES, plug-ins can access each others' data. See the Sweetie sample for how a plug-in can expose a function suite that other plug-ins can call. You'll also need a bunch of AEGP_EffectSuite calls to find other plug-in instances, and get at their params.
I strongly recommend against doing this, however; think of the user!
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‎Sep 23, 2008
08:28 AM
Modifying an obsolete SDK is not the way to go. Use the CS3 (8.0) SDK, which defines entry points for PPC and Intel macs.
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‎Sep 23, 2008
08:24 AM
Use the 8.0 SDK; it changed how entry point functions were exported, specifically enabling different Intel and PPC entry points.
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‎Sep 23, 2008
08:23 AM
AE doesn't have a method for effects to identify such dependencies. Your best bet is to use parameter supervision (see the Supervisor sample), and check the xform values during PF_Cmd_FRAME_SETUP. If the values your plug-in was using are now stale, save the fresh values, and cancel out of the render. You'll be called to render again, with your fresh values.
Setting a bunch of breakpoints in a debugger will teach you more about param supervision than reading ever will. :)
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‎Sep 23, 2008
08:21 AM
Your plug-in's entry point function gets called when AE launches; that might be a good time.
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‎Sep 23, 2008
08:20 AM
Nice work, Shachar!
There's no API for drawing AE's own controls in your own panel.
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‎Sep 23, 2008
08:18 AM
File importers (AEIO plug-ins) are never asked to apply effects. However, AEGP plug-ins can add effects and set their parameters; see the Projector sample.
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‎Apr 21, 2008
12:57 PM
EMP plug-ins are called whenever the buffer displaying the current composition is updated.
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‎Apr 03, 2008
09:36 AM
Is the non-camera layer a 3D layer?
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‎Apr 02, 2008
02:39 PM
Pick whatever view_timeP you want; the time of you're looking up, or the time of the current keyframe might both be good.
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‎Apr 02, 2008
02:36 PM
See the Grabba sample for pixels from a comp; see Projector for how to construct a comp from footage.
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‎Apr 01, 2008
08:59 AM
setting/unsetting time remapping via layer flags doesn't appear to be wired up, so the command might be the way to go.
Also, don't you mean to use two ampersands in your comparison?
if (layer_flagsP && AEGP_LayerFlag_TIME_REMAPPING)
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‎Apr 01, 2008
08:54 AM
That depends on your definition of "final". :)
I think you might want AEGP_GetLayerToWorldXformFromView().
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‎Apr 01, 2008
08:49 AM
Yes, the CS3 SDK is backward compatible. You can request antique versions of the API, programatically. The utility code (and most modern function suites) won't work; we kept that current.
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‎Mar 21, 2008
08:31 AM
Your release of the memory lets AE re-use it, if it wants to; it doesn't force AE to re-use the memory. Try a RAM preview after releasing the memory; you should see it get re-used.
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‎Mar 21, 2008
08:29 AM
The varieties of what "Release" means to different developers, together with the constant sample maintenance headache of updating a configuration that's NEVER intended to see the light of day (you don't ship sample projects), led me to remove the release configurations from all SDK samples, years ago.
I think Zac is planning to add at least one Release config to the SDK to get you started, but only you know what "Release" means to your users.
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‎Mar 15, 2008
07:44 AM
Turns out, I was full of...misinformation. Or rather, outdated information.
AE CS3 Trial loads AEGPs just fine. There must be something else going on.
Confirm that the .aex files have valid PiPLs, and set breakpoints in your entry point function to see whether we're calling you at all.
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‎Mar 15, 2008
07:42 AM
Keyframes intrinsically have velocity; you're right, you'll have to compute it otherwise.
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‎Mar 12, 2008
07:28 AM
Which velocity, where?
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