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how to add plugins from premiere pro sdk into adobe premiere pro

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I have downloaded premiere pro sdk and want to get familiar with plugin development, so how do i use plugins from premiere pro sdk into premiere pro.

I don't know how to use those plugins in the premiere pro sdk.

I am using macBook pro(16GB RAM, 2.2 Ghz, intel core i7).

How to develop it using Xcode.

They have given a documentation on that but its poorly documented.


Problems with plugins .bundle from Premiere Pro SDK for macOS

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Hi all,

 

I am using:

SDK - Premiere Pro CC 2017.1

Program - Adobe Premiere Pro CC 2017.1

OS - macOS Sierra

 

After compile Vignette plugin from Premiere Pro SDK, it is not load to Premiere. But Premiere founded this plugin.

In log file: "No loaders recognized this plugin, so the plugin is set to ignore."

 

Pasted File at August 17, 2017 5-40 PM.png

 

Does anyone have a solution to this problem? Please, help me.

is it possible to update ui while some work is done in the background?

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I am developing a plugin for adobe premiere pro in javascript, so I want to update the UI after a certain work is done in the background, is it possible

Authorized Javascript Origins for Google API

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Hello,

 

I'm working on a Premiere Panel that will make a call on the Javascript side to the Google Sheets API. I'm using their quickstart guide as a template to get me started.

 

In order for the API to work, I need to whitelist "the origin URI of the client application," in other words, where will Google's API see that the request is coming from. For example, in the quickstart project, Google has you starting a server at http://localhost:8888 and that's what you enter into the API whitelist. At the moment, my panel is failing silently at the point when it should be setting up the Google API authorization and I think the issue is that I don't have the proper origin whitelisted. Does anyone know what the appropriate URI and port would be?

 

Thank you very much in advance.

Mark in/out + add to Media Encoder?

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After working on scripts for AE, I'm trying to get things going in Premiere.

 

However, the documentation here lacks severely, and finding the right functions isn't a walk in the park either. So I wanted to check if these two things are possible before I try to delve deeper:

 

  • Is it possible to set mark in and out (like when using shortcuts i + o) via extendscript?
  • Can that mark in/out selection be added to the Media Encoder queue? This would be the equivalent of pressing ctrl + m, and choosing "queue")

 

bbb_999 -- could you please shed a light on my questions?

 

Thanks in advance!

getCurrentPos for Clips ?

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I need the ability to get the current playhead position for a source clip.

The reason why I need this is because I have external logs which I would like to push into clip markers.
But the external logs have a timecode-offset (logs-TC has an offset to clip-TC).

 

Envisioned workflow:
- Premiere PRO editor open extension pane and selects one log
- Then shuttles to the position in the clip which belongs to the log
- Then goes back to the extension pane, clicks a sync button
- Result: extension panel recalculates the TCs and imports the logs as markers


All I found is this for sequences:

getCurrentPos

Returns the position of the current time indicator (the position bar set by the user). If (-1) is returned, the position bar in the timeline is not present.

csSDK_int32 getCurrentPos(PrTimelineID timelineData);

timelineData - the timelineData of the current sequence

Thank you,
Petra

Steps to smart render in custom plugins

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Hi,

We've  developed custom importer and exporter plugins to support a video file format not directly supported by Premiere CC 2017-2018. The format uses separate AVI and  WAV files for each asset.

 

We want to support smart render to avoid unnecessary re-compression and speed up render.

What are the things we must be aware to support smart render?

 

Also we would like to create an "Editing mode" to allow video preview files be generated with our custom format.

What are the steps to create a new Editing mode?

Best regards,

Daniel Trullén

Get Source A1/V1 of selected clip

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Hi All,

 

I'm trying to find the user assigned A1/V1 source in order to insert new clip/audio file in the preferred track :

Capture.PNG

 

 

Didn't find in any Object reference to those sources, is that possible? will that be possible in later SDK versions ?

 

Thanks,

 

Peleg


Freeze a frame

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I'am trying to repeat a particular frame in Adobe premiere pro and went across several methods for doing the same but after making the changes and exporting it as xml and then again trying to import all the effects were lost.Is there any effect that freeze a frame and have changes reflected in the xml so that while importing the xml the changes are not lost

cant download file using nodejs when going to remote site.

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Hey,

 

I am trying to download a file using nodejs and I am facing a bit of an odd problem.

I started from the CEP_HTML_Test_Extension

in the nodejs.html I changed isNodeJSEnabled to the following (the code below works):

 

function isNodeJSEnabled() {

     var https = window.cep_node.require('https')

     var fs = window.cep_node.require('fs')

     var url = "https://upload.wikimedia.org/wikipedia/commons/4/4f/Big%26Small_edit_1.jpg"

     var fullPath = "C:\\premiereTest\\6\\abcde.jpg";

     var file = fs.createWriteStream(fullPath);

     var request = https.get(url, function (response) {

          response.pipe(file);

          // ensure file is complete before importing 

          response.on('end', function () {

          });

     });

}

 

and as I said this code works.

but when I take the same code put it in my real website

and changed the index.html in CEP_HTML_Test_Extension to just reload my site i.e(window.location.replace("https://test.MyRealWebsite.io/")).

then the same code doesn't work, it creates the file so the createWriteStream works. but the https.get does nothing, I tried to check error callbacks as well but nothing is been called, nor does the success, just nothing.

any ideas?

thanks.

Can I get inFrames[1] on Effect Plugin like on Transition Plugin?

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Hi, everyone!

I hope you are going well.

 

I am going to make plugin with gpu accelerated. so I have checked some SDK sample plguins.

 

          ....

prSuiteError Render(

const PrGPUFilterRenderParams* inRenderParams,

const PPixHand* inFrames,

csSDK_size_t inFrameCount,

PPixHand* outFrame)

{

 

     if (inFrameCount < 2 || (!inFrames[0] && !inFrames[1]))

     {

          return suiteError_Fail;

     }

     ....

 

I am sure inFrame[0] and outFrame indicate same address.

I'd like to make outFrame that is related to several pixcel of inFrame.

 

for example: outImg[x].x( or r) = (inImg[x - 5].x + inImg[x].x) / 2;

                    outImg[x].y( or g) = (inImg[x - 4].y + inImg[x - 1].y) / 2;

                    outImg[x].z( or b) = (inImg[x - 10].z + inImg[x - 3].z) / 2; // it is not correct code.

 

But If I change some pixcel data on before render, it is used changed pixcel data in the next render because inFrames[0] and outFrame indicate same address.(here I used inFrames[0] for inFrame)

 

So, I used inFrames[1] for inFrame data.

inFrames[1] and outFrame indicated different address together and I got correct result.

But it is only when the plugin is transition plugin. I cannot get inFrames[1] if plugin is Effect plugin.

 

Debugging result:

----------- effect plugin -----------

     inFrameCount => 1,
     inFrames[0] => exist.     inFrames[1] => no exist.

----------- transition plugin -------

     inFrameCount => 2,

     inFrames[0] => exist.

     inFrames[1] => exist.

 

How can I get two frames ( inFrames[0], inFrames[1]) on Effect Plugin like on Transition Plugin?

 

Regards,

Igor.

yuv32 and transform world

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Hi everyone

 

  I made a plugin for AE and updated it for Premiere. It uses a transform_world and an iteration. In argb 8/32 bits ans yuv8 everything World fine. But in YUV32 the transform world make an aberration. It s configured like the ARGB 32 bits transform world.

 

Has someone got a similar problem?

Attach proxy through panel Drag & Drop / DnD API in Premiere?

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I have a panel which allows users to attach files from an external system.  I am implementing the drag & drop API to allow this for user convenience (there is also an add button).

 

For reference it is the following code:

 

event.dataTransfer.setData('com.adobe.cep.dnd.file.0', [path to clip]);

 

What I am curious about is if there is a way using the setData method to attach the proxy path for a given asset?  The system I am working with generates its own proxies and being able to do this could make loading over slow connections work better.  I tried a few things but it always seems to add it as a separate clip in the library instead of attaching it to the main clip.

Premiere to media encoder with extendscript

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Hi Guys,

 

Since I'm new to extendscript, I'm still having some trouble with it, maybe you guys can help. I have a sequence with a lot of short clips in it and I want to export the clips separately. Up till now I've always nested all the clips after editing them and then exported the nested sequences. But since it's for a recurring client, I've been trying to automate this proces with a script to make it easier.

 

What I'm doing: I made a script that sets the in/out point of the sequence and sends it to media encoder. It iterates through all the clips in the sequence and does this for every one of them, so essentially I'm exporting the same sequence, but with different in/out points. Everything appears to work just fine, I get a bunch of clips in my render queue with the right names. The problem is, that the in/out point for every clip is the same.

 

This is what I got so far:

 

app.enableQE();
var actSeq = app.project.activeSequence;


if (actSeq) {
    var seqName = actSeq.name;    var actTrack = actSeq.videoTracks[0];    var clipCount = actTrack.clips.numItems;    //app.encoder.launchEncoder();        var outPreset = new File(outputPresetPath);    var outputPresetPath = "~/Documents/Adobe/Adobe%20Media%20Encoder/12.0/Presets/480x270%2016-9%20LowRes.epr";    var outputPath = Folder.selectDialog("Kies Export Folder");    var activeSequence = qe.project.getActiveSequence();    var i;    for (i=0; i<clipCount; i++){        var actClip = actTrack.clips[i];        var clipInPoint = actClip.start;        var clipOutPoint = actClip.end;        actSeq.setInPoint(clipInPoint);        actSeq.setOutPoint(clipOutPoint);        var clipName = actClip.name.split(".").shift();        var outputFormatExtension = activeSequence.getExportFileExtension(outPreset.fsName);        var fullPathToFile = outputPath.fsName + "/" + clipName + "." + outputFormatExtension;        var outFileTest = new File(fullPathToFile);            var jobID = app.encoder.encodeSequence(actSeq,  fullPathToFile, outPreset.fsName, 1, 1);    };    outPreset.close();
} else {    alert("Geen actieve sequence. Selecteer er eerst één.")    }

 

I can't figure out why it's going wrong, since everything else is working correctly.

 

Thanks!

 

[EDIT] BTW: if I iterate manually, by just changing the i variable into a number, it works perfectly fine.

Looking for guidance

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I work for a company and have been tasked with creating an Adobe Premiere Pro plug which can create content that will be consumed by our custom training system.  Think of it like that old Dragon's Lair type game.  i.e. There are multiple clips, and transitions between clips are based on events that can be from an operator running the system, or automatic events, like from a device / sensor in the room.

 

We want the user to be able to create their own scenarios with Adobe Premiere + our custom plugin(s) that will need to...

 

  1. Import multiple video clips.
  2. The user would then use some type of roto-scoping to define regions in each clip.
  3. Each region can be given attributes.  For example, the author could mark a region as "lethal", "non-lethal" on a person, or "glass" on a window.  I guess this would need to be a custom panel?
  4. The user can use another custom panel to assign transitions between clips based on a preset list of events (like a drop-down list).  I think this would look similar to a visual scripting graph, where you have boxes representing clips, and lines between them that represent the event.  So for example, they would have clip1 and clip2, and they want to specify that when sensorX is triggered while clip1 is playing, the simulation should jump to clip2.  I think it would be very similar in functionality to the Blender Cycles rendering setup... just boxes with lines between then that "dock" to existing connectors on the edge of the box.
  5. After everything is setup, the user would then export and the plugin would need to generate proprietary formatted files that our sim can read.

 

I have no experience with Adobe products or plugins.  My background is C++ (about 15 years ago), and more recently, C# / WPF.  I'm looking for direction / guidance in terms of what API(s) to use to accomplish this?  I see there are C/C++ APIs, as well as HTML/javascript.

 

Can anyone other there with experience writing plugins, and especially who have created custom panels with custom drawing on them give me some pointers and where I go for training, or examples that do a lot of custom panels with complicated drawing.  Possible some good books on plugin development?  Where do I start?  Prefer C/C++/C# approach, but if HTML/javascript is significantly better/easier, that might work as well.  Any drawing packages that would make it easier? etc.


Open additional window when opening multiple projects from extendScript.

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I'm running app.openDocument(premiere_project_path) to open a project. That is working well. But if I already have project open it will close that and open the new project in it's place. Is there a way to open projects in a new window if another premiere instance is already running?

C++ plug-in – problem rendering audio waveforms for a growing clip

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Hi,


I’m writing a C++ plug-in for Premiere Pro CC.


I’ve based the plug-in on the example project SDK_Custom_Import, which is provided with the plug-in SDK.


In my plug-in, I’ve set the flags:


importInfo->canProvidePeakAudio = kPrTrue;

importInfo->avoidAudioConform = kPrTrue;


and


fileInfo8->accessModes |= kRandomAccessImport


This allows me to manually render the waveforms on-demand via the imGetPeakAudio case-statement.


In Premiere’s setting: Edit > Preferences > Media > Automatically refresh growing files. I have set the minimum refresh rate of 10 seconds.


I would like to import a growing, 20 minute clip with uncompressed audio at 48KHz. In my importer, I’m adding a 20 minute clip to the timeline, and back-filling video and audio as the clip grows (i.e. I’ve created a static length clip which is being slowly populated).


I can hear the audio as it is added, and I can render the waveforms correctly. My only problem is that the waveforms are not being updated/redrawn on the timeline. I was hoping that by setting the growing file refresh to 10 seconds (Edit > Preferences > Media > Automatically refresh growing files), that the timeline would automatically redraw every 10 seconds.


If I manually resize the timeline at 10 second intervals to coincide with the growing file refresh, it forces the latest audio waveforms to be redrawn, which renders the latest audio waveform growth.


Is there any code flag, or menu setting, to schedule an automatic timeline redraw at the 10 second growing file refresh interval?


Or can I amend my plug-in to force a timeline redraw at regular intervals?


Any help you can provide is much appreciated.


Many thanks, Andy.

 

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Parsing pproTicksIn / pproTicksOut

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Hi Premiere SDK folk,

 

I'm curious about the pproTicksIn and pproTicksOut fields that are populated when exporting a Final Cut Pro XML. I see this sort of thing in my fcpxml:

 

<start>17653</start>

<end>18523</end>

<in>-1</in>

<out>-1</out>

<pproTicksIn>8522283369600</pproTicksIn>

<pproTicksOut>12209198601600</pproTicksOut>

 

The "in" and "out" frame counts have been set to -1 because transitions are being used (cross-dissolve in this case), so I can't grab the in/out points there. But I'm wondering if the pproTicksIn/Out numbers can be parsed down to effectively be the in/out frame numbers, or timecode (I'm ultimately looking for timecode values). I can strip off all transitions before exporting to fcpxml, but it'd be cooler if I didn't have to do that. In any case: what do the pproTicksIn/Out numbers correspond to?

 

Cheers,

Raphael

Undefined is not an object

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Hello,

 

I'm having an issue with an HTML5 panel for Premiere Pro.  I have the panel installed on 15 computers and it works fine on 10 of them.

On the other 5, the panel launches but when a button/script is pressed an alert box comes up and says "Undefined is not an object".

Any ideas?

 

thanks,

Kelly

Premiere Pro CC 2017 Plug-in SDK Download Link is Broken

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