Hi, All!.
I am checking a setup dialog in sample plugins.
I am not sure if it is possible.
Can I create a modal that contains inputs and buttons by setup dialog?
Regards,
Anthonie.
Hi, All!.
I am checking a setup dialog in sample plugins.
I am not sure if it is possible.
Can I create a modal that contains inputs and buttons by setup dialog?
Regards,
Anthonie.
To recreate this issue, define a clip using the following extendScript
ThisClip=app.project.activeSequence.videoTracks[0].clips[0]; //i.e. the first video clip on the first video track of the active sequence. Output={ name:ThisClip.name, start:ThisClip.start.seconds, end:ThisClip.end.seconds, inPoint:ThisClip.inPoint.seconds, outPoint:ThisClip.outPoint.seconds, duration:ThisClip.duration.seconds };
Then take a clip, called "TestClip", 0:00:00:00 and a TRT of more than 6 seconds.
For clarity's sake make the Active Timeline an even frame rate (24, 25 or 30fps, not 29.97 or 23.976)
Take a 4-second stretch of "TestClip" from source 0:00:02:00 and edit into the Active Sequence starting at 10 seconds, clip speed / duration at 100%
So you'll effectively:
Source from 0:00:02:00 to 0:00:06:00
in the timeline from 0:00:10:00 to 0:00:14:00
There is nothing else in this timeline.
If you run the above ExtendScript
the variable "Output" above will populate as follows, exactly as expected.
name | start | end | inPoint | outPoint | duration |
---|---|---|---|---|---|
TestClip | 10 | 14 | 2 | 6 | 4 |
All is well and right with the world
Now apply a clips speed of 200% to the clip in the timeline and run the same ExtendScript above.
The results will show inaccuracies for inPoint and outPoint
name | start | end | inPoint | outPoint | duration |
---|---|---|---|---|---|
TestClip | 10 | 12 | 1 | 3 | 2 |
Consider that in the timeline the source content has not changed, only its speed.
The expected result for inPoint and outPoint should be the SAME as the Output for 100%, starting at 2, ending at 6, representing 4 seconds of source even though it accounts for only 2 seconds of TRT in the timeline. It runs the footage faster, but uses the same source In and Source Out. But our Output is falsely reporting we're starting source at source sec 1, ending at source sec 3 which is not true. You can verify by looking at your footage, and of course, if you match frame from the first frame of source in the timeline, indeed you pull up second 2 in the source monitor, not second 1.
Same issue with the clip slowed down to 50% though in this case the inPoint is at 4, ending at 12, when, again is should show from second 2 to second 6.
name | start | end | inPoint | outPoint | duration |
---|---|---|---|---|---|
TestClip | 10 | 12 | 4 | 12 | 8 |
Am I missing something or is this a bug in the ExtendScript API?
Hello everyone,
I'm very new to the wonderful world of plugin development for After Effects / Premiere Pro. I have been reading the SDK guides, as well as the slew of examples that came with them. But there is one thing I'm relatively confused about, and that is using OpenGL for developing plugins for Premiere. None of the examples that came with Premiere Pro's SDK touches the subject of using OpenGL, and the only OpenGL related example in After Effects - GLator, seems to have trouble running in Premiere Pro (does it even work in Premiere Pro?).
For those experienced with working plugins for Premiere, is there any basic guidelines / best practices you can offer to us noobs pertaining to utilizing OpenGL in Premiere Pro? Many thanks in advance.
Cheers,
Jay
Is there any API available in premiere pro sdk to reload the extension panel?
Premiere Pro Version: 12.0.0
Extension Type: Panel
Thanks,
Meet Tank
Custom HTML Panels do not necessarily become active when clicked, even while working within them.
To recreate:
- Click the Timeline Panel to make active (blue-outlined)
- Click a Custom HTML panel the same way. Panel does not blue-outline
Consequences:
- Some keystrokes executed within the custom HTML panel affect the custom panel while others affect the currently-active panel.
So imagine a Custom HTML Panel with an HTML <textarea> object.
Click Timeline Panel to activate
Click panel to activate (Doesn't happen. Timeline remains the active panel)
Click into HTML <textarea>. The <textarea> does become active, even though the Custom HTML Panel does not. Timeline Panel is still active.
Type some characters: Characters fill <textarea> as expected. All is well and right with the world.
Arrow Left and/or Right to navigate through the text in. Unexpected Results: Cursor in <textarea> does not move. Instead, timeline playhead moves back and forth (or whatever shortcut is assigned to Left & Right arrows for the Timeline)
⌘-A (Mac) to select all text in the text area: Text does NOT select. If the Timeline Panel is still active ⌘-A selects all clips in timeline, not the <textarea>
⌘-X to cut all text you selected (or rather failed to select): Results: Timeline clips go to clipboard. Your sequence is emptied of all edits. <textarea>'s contents remain intact.
Note: It is always possible to force a Custom HTML Panel to be active by clicking its title bar or in the narrow horizontal space of the Custom Panel's Name Tab. But this is not necessarily intuitive to users who are accustomed to clicking the body of a Panel to make active.
Questions:
Is there an ExtendScript command that, executed by a Custom HTML Panel, will make force itself to become active?
While we're on the subject, is there an ExtendScript command that can make specific PPro Panels active?
We have panel extension ( CEP 8 ) for Adobe Premiere Pro 12.1.2. We are using native browser "HTML5 Drag and Drop" to drag and drop items inside panel (not to Premier Pro's panels).
On the Windows 10, everything works as expected. When you start to drag, dragging item appears near the cursor (native browser behavior for all platforms)
On the Mac we do not have this dragging item. Drag is performing but no visual feedback. Is there a way to fix this issue?
The easiest way to reproduce this issue is load Tryit Editor v3.5 page in the panel extension window and compare the behavior on Mac and Windows.
Thanks!
Hi,
with the QE-Version of the SDK, I was not able to use the clip.setSpeed()-Function correctly.
My code sample looks like this:
app.enableQE(); var as = qe.project.getActiveSequence(); var track0 = as.getVideoTrackAt(0); var clip = track0.getItemAt(0); clip.setSpeed(...)
I did not find any correct argument list for this.
Beside this special case: Is there any way, I could gatter this data by myself? There are a lot undocumented functions with missing argument lists I would love to use...
Thank you!
Best,
Sebastian
I'm managing to create a Title Create tool,
I start with study the codes in .prproj,and I found the title prefs was compressed as code like below
could i decompress it using a SDK fuction?or there is an other way?
codes:
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Mue649PwhPj/Au9BvUU=</ImporterPrefs>
Looking for a script or a better way to rename clips within adobe premiere pro.
I don't want to actually rename the file but the clip name inside of premiere pro. All I would need it to do is to add a number to the end of any name that repeats itself.
(i.e. Interview_John_Smith_) have a script find the similar clip names and just adds numbers.
Interview_John_Smith_01
Interview_John_Smith_02
ect.
If you could point me in the right direction that would be great.
Thanks,
Hi All,
When we try to install panel in a specific environment in all the systems we are getting -411 error, which denotes compatible app not found
We can still open the Premiere pro in the same machine.
We tried to install the panel for 2017.0.1 and 2017.0.2 both are not working in this specific environment with windows os.
On further checking we found
that when we try the /list all command its not showing all the products name in the command prompt
exmancmd /list all
0 extension installed for others
status extension name version
------------------------------------------
but in other environments we get
0 extension installed for Photoshop cc 2017 64
status extension name version
------------------------------------------
0 extension installed for Premiere Pro CC 2017
status extension name version
------------------------------------------
Can someone give a solution for this
Thanks and Regards,
Anoop NR
Is there any Javascript API available to change the Premier Pro Lumetri Color programatically.
Hi,
I'm trying to move all existing markers in my Sequence by exactly 2 frames to the right.
Each individual frame is incremented by 0.04170833333333 (time in seconds) from previous frame. (my video is 23.976 fps)
So I tried to add 2 Frames worth of value 0.04170833333333. i.e., 0.08341666666666 to each marker; and create new markers and remove old markers.
It worked for most of the frames. Most markers are moved by 2 frames.
BUT some markers have only moved by 1 frame.
They failed to move because of a very tiniest fraction difference.
Can anyone help, how to fix this.
Example:
A marker at 00:33:16:06 (in frames) whose start.seconds value is 1998.24625. I want to advance this marker by 2 frames.
If I add 2 frames worth of time in seconds to 1998.24625, it becomes 1998.32966666666.
When I create a marker, using markers.createMarker (1998.32966666666), method, its only advanced to 00:33:16:07 (in frames) instead of 00:33:16:08 (in frames)
So I have added a new frame manually at 00:33:16:08 and checked its time in seconds which came to 1998.32966666667.
This means a new frame move is missed by 0.0000000001 difference.
Hi folks,
I had a quick question and haven't been able to find proper information when researching... but would creating custom overlays and modifying the safe margin be theoretically possible within the SDK? If so what approach would be taken to do so?
If there is documentation on creating things such as this, and I've missed it, I apologize for wasting your time - however pointing me in the right direction would be much appreciated!
Thanks in advance.
Hi All,
We are trying to implement downloading assets from url, in our Premiere pro Panel.
From the premiere pro sdk forum we came to know that by using NodeJs we can implement this feature(Downloading file with NodeJS in CEP extension )
Also we have gone through the github sample Nodejs.html (Samples/Nodejs.html at db6086245ee6b64466710056f60ca324fce12880 · Adobe-CEP/Samples · GitHub )
Here is the code and Panel screenshots:
function isNodeJSEnabled() {
if (typeof(require) !== 'undefined') {
$('#result').val("Node.js is enabled");
} else {
$('#result').val("Node.js is disabled");
}
}
But when we run the code from our panel, we are getting the message "Node.js is disabled".
We have added the following values in manifest file
<CEFCommandLine>
<Parameter>--enable-nodejs</Parameter>
</CEFCommandLine>
Downloading file with NodeJS in CEP extensionBut still we get the same result. "Node.js is disabled"
We are testing the panel in Windows 7,Adobe Premiere pro CC 2015.2 (9.2.0(41))
What are the steps we need to take care in-order to enable NodeJs in our panel?
Thanks and Regards,
Anoop NR
Hi all, can a Premiere Pro Project have XMP data? I know clips can have data, but I want to store data globally for the project, not tied to a specific clip or bin. I need to be able to blast all clips/bins from a project but still retain XMP data.
I found this thread but it wasn't much help:
Re: Storing data in Premiere Project
I saw in the DOM there's a "app.project.rootItem" which is of type ProjectItem.
I also saw the code in Premiere.jsx that reads/writes XMP data to ProjectItems and tried this on the root item, but with no luck.
Any help would be greatly appreciated.
TNKS!
G
Hi,
I am working on a Premiere Pro panel and I basically want to upload a selected file from the current project to a remote server. Using a html input file tag and select a file works fine to upload a file.
So my idea was to create a File object which i would then upload. Something like :
upload() {
var path = '/Users/me/my_file.mp3';
// read all bytes from file likely using : window.cep.fs.readFile(path)
var file = new File ([data], 'my_file.mp3');
// call POST to start upload. That part is done and work.
}
As I am going step by step, my current code looks like :
upload() {
var file = new File( ['my random content'] ,'random_name.txt');
// call POST to start upload. That part is done and work.
}
It works works fine if run it in up to date Chrome (I also tried with an much older version (41.0.2272.89), which works too). Unfortunately, it crashes in Premiere and I have no clue why.
The crash happens on this line :
var file = new File(['my random content'], 'random_name.txt');
(a basic copy/paste in chrome console show that it works on regular chrome, and crash when paste in the remote debug console.)
with this error message :
Uncaught TypeError: File constructor cannot be called in nwdisabled frame.
message: "File constructor cannot be called in nwdisabled frame."
stack: (...)
get stack: function () { [native code] }
set stack: function () { [native code] }
__proto__: Error
VM110:2(anonymous function)
VM77:847InjectedScript._evaluateOn
VM77:780InjectedScript._evaluateAndWrap
VM77:646 InjectedScript.evaluate
Any explanation and suggestion to work around that issue would be greatly appreciated.
So there are plenty of tutorials for scripting in Adobe After Effects and lots of documentation. But, as I understand, this isn't the situation for Adobe Premiere Pro. I presume scripting is possible considering:
But I have absolutely no idea how to get started.
The end goal is to create a script that will look throughout all of my imported project files (for the current open Premiere Pro project) and then use the "replace footage" command to swap every file that meets a certain file name criteria with other files in a specified directory that meet the same criteria. So, for example, if I have:
DSTCNarration(1.1).flac
DSTCNarration(1.2).flac
DSTCBattle(BLURRED).mxf
SlowYellowMotion(BACK).mxf
DSTC(PREV).psd
imported into my project, then, when the script is run, it should prompt the user for a new file directory, which I would then enter manually, and then the script should automatically replace the five files above with five different files in the new specified directory by searching for files names based on certain file name criteria:
ARBITRARYNarration(1.1).flac
ARBITRARYNarration(1.2).flac
ARBITRARY(BLURRED).mxf
ARBITRARY(BACK).mxf
ARBITRARY(PREV).psd
And then if there are two files that meet the criteria or there isn't a file that meets the criteria, it could just return an error while still carrying out whatever other replacements that it can.
A script like this could save me tons of time. Rather than having to use "replace footage" for every clip individually and constantly navigating back to the same folder, it could all be done in one go for all of the files (as long as my new files are named appropriately).
So, is this even possible? Is scripting in Premiere Pro this advanced even possible? If so, how should I go about figuring out how to get a script to do this? Would creating a plugin be more suitable for something like this? Can any of you write a script that would do this?
In the PProPanel sample (github.com/Adobe-CEP/Samples/blob/master/PProPanel/ext.js) there are sample event hooks for "com.adobe.csxs.events.PProPanelRenderEvent" and "com.adobe.csxs.events.WorkspaceChanged" events but these aren't listed in http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/en/devnet/cs-extension-builder/ pdfs/CC_Extension_SDK.pdf or anywhere else that I've seen.
Are there Premiere Pro events for post-export functions, eg. Final Cut Pro XML or EDL export?
Where can I find a list of supported event types fired by Premiere Pro? Alternatively is it possible to have a "wildcard" event handler which is called for all application event types?
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.