after effects scripts:
Feel free to make my day (heck, maybe even my week)
by donating some scratch for my attempts at helpful geekiness.
- Allows the animation of
individual mask vertices by "linking" a vertex to any two-dimensional
point property (like position, track point attach point, "point"
expression control, etc).
updated 12-16-2007 improved to work with AE CS3! ('bout time!)
- New! 10-23-2011 Connect_Point_to_Mask_Vertex.jsx
- Allows the animation of
individual two-dimensional point property (like position, track point attach point, "point"
expression control, etc) by "linking" the point to an animated mask vertex. Pretty much the inverted version of the above script.
- Converts one selected layer with a bunch of masks
to a bunch of layers, each with one of the masks.
Includes the option to change each anchor point to the center of
each mask, preserving overall look.
updated 3-15-2007 Now with cool and rarely-needed automated layer-naming feature!
- Have you ever wanted to select a large number of masks, on different layers, and change the masks' properties (like feather, opacity, mode, etc. -- but not the mask shape itself*) all at once? This script (palette window) might help. You can select all the masks in a comp, or all masks whose names match a string, or by index.
[*I should point out that you can animate multiple mask
shapes in this way, but only one value is entered per (key)frame, so it isn't practical for most applications.]
- Yet another renaming utility, this time for masks.
Update 1-12-2013 Version 1.2 fixes "tail wrong or ignored when removing number of characters from head and tail" bug.
- This is sort of like having multiple work area settings for a comp. To use it, you must create guide layers whose inpoints and outpoints serve as render sections. Each "render layer" layer-name NOT beginning with an underscore ("_") will be used as that render item's output base name (e.g., "basename".mov, or "basename"_[#####].xxx if it is a file sequence). Layer names beginning WITH an underscore will be ignored, and the comp name will be used as the basename of the render queue item (AE's normal "add to render queue" behavior). Select the render layers you want to use, run the script, and it adds the items to the render queue. See this graphic.
- Creates individual folders for each file sequence render
item (and output module) in the queue. If you have 10 file sequences to
render, for example, you can set them all to render to a single folder,
then run this script; it will create separate folders for each file
sequence and set the output modules automatically. If you have movies
and still frames in the render queue, it will ignore these. The new
folder's names are based on queue item and output module (like
"qi1_om1", "qi2_om1", "qi2_om2", etc).
- (Tip: don't delete your render items.) Having trouble
finding a composition's render items in a crowded render queue? This
script will show you where the render items are. Simple. Helpful. Or
- 1-19-2012 updated (to v3.5) to work with newer SynthEyes exports,
other minor improvements. 3D_TrackedCamera_Preflight.jsx
- (Formerly "PFPreflight") Performs several necessary and helpful preliminary tasks when using
a comp newly built by either importing .ma data (exported by 3D camera-tracking software, like PFHoePro), or by jsx script
(exported by newer versions of SynthEyes). This script presents a user interface for choosing and changing a number of options.
- Creates a 'spine' from the selected layers by doing
some expression and parenting tricks. What you end up with is an
'object' that bends and curls when you change the x rotation of
the base 'vertebra'.
Pretty fun to play with, at least.
- 7-10-2009 Added comp-center placement for cube and cam,
and semi-intelligent camera placement
- Ages ago someone named Nicholas White created a script to build a box, and posted it to aenhancers.com. Recently I decided to modify it. I added a UI (that accepts formulae! Ooo!) and made a few simple but significant adjustments.
- Places a light that points at a specific (selected) layer in 3D space (regardless of parenting).
- Places a camera that points at a specific (selected) layer in 3D space (regardless of parenting).
- Select a camera. Run the script. Another camera will appear which mimics the original camera in real time. Every aspect exactly mimics the original
camera, regardless of parenting, auto-orienting, depth of field, etc. The angle is handled by orientation expression,
the rotation is "protected" (made unchangeable) by expression. The "ccc" camera (copycat camera) will work in any comp,
so you can copy or cut the camera layer and paste it into any comp. Ccc camera will mimic the original camera's position,
angle, zoom, depth of field, focus distance, aperture, and blur level. Thanks for the idea, Jance!
- Updated 12-16-2014 to work with Element3D version 2 -- PLEASE UPDATE YOUR PLUGIN! (though it should also still work with v1.6) Nail_Element_to_Point.jsx
- Have you heard of the freakishly powerful plugin "Element3D" from videocopilot.net? This script helps with setting up an instance of Element so that its world transform and group positions are based on the (3D) position of another layer. Really convenient.
- Dan Ebberts made a nifty script
for importing a text file as text layers. This script is based on that, but
it goes a bit further, giving you a few more options, like line spacing, or
creating just one text layer containing all the text.
updated 3-29-2009 Now with "live leading" feature (expression-based adjustable line spacing option).
updated 1-20-2011 to work with CS5.
updated 2-22-2013 - more sensible "live leading" feature (and null as parent).
Box Of Tricks is no longer available.
- Select a bunch of comps and make changes to a number of their settings all at once: name search & replace or add, width, height, framerate,
length, pixel aspect ratio, shutter angle/phase, preserve framerate/resolution when nested -- it's (almost) all here!
3-30-2006 Version 1.8: fixed problems with the Length function.
12-17-2007 Version 1.9: fixed OK button's auto-close.
01-10-2010 Version 1.95: updated pixel aspect ratio information.
02-08-2010 Version 2: removed panels to work around Windows bug; corrected other uglinesses on Windows.
09-21-2010 Version 2.1: removed name-length limitation for CS4 and later.
12-06-2010 Version 2.2: FINALLY removes infinite hang renaming bug(s).
09-16-2014 Version 2.5: Adds 3D Renderer option.
updated 5-10-2009 Quickly batch-rename selected layers in various ways. Now has numbering feature!
09-21-2010 Version .98: removed name-length limitation for CS4 and later.
12-06-2010 Version .99: FINALLY removes infinite hang renaming bug(s).
1-12-2013 Version 1.1 fixes "tail wrong or ignored when removing number of characters from head and tail" bug.
- Quickly batch-rename selected items of any (rename-able) kind in your project.
09-21-2010 Version 1.5: removed name-length limitation for CS4 and later.
12-06-2010 Version 1.6: FINALLY removes infinite hang renaming bug(s).
1-12-2013 Version 1.8 fixes "tail wrong or ignored when removing number of characters from head and tail" bug.
- Great for preparation of cut-out style animation (see Dan Ebberts' beautifully goofy dancing man). Designate each layer's new anchor point with a single-vertex mask (simply click on each layer with the pen tool [G key] where you want each new anchor point to be), then run this script. (CAVEAT: Works "out of the box" with unparented layers whose scales are 100%. If not 100%, layers should be all the same scale, and parented to a layer of exactly the same scale. The script does not check for these factors.)
(AE Scripting) Development
- ATTENTION! I have hacked together a more powerful CS UI-Builder
called "Boethos". I suggest you check it out.
What have we here? This is for script developers only. It aids in rapidly developing
user interface windows by using mock-ups created in After Effects itself. See a comp become a window before your
very eyes! Comes with html documentation and an AE project with a mock-up example therein.
updated 3-15-2007 Now includes automatic position value rounding to avoid annoying floats.