@autoaiai/aicut 0.1.11 → 0.1.13

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1063) hide show
  1. package/MANUAL.md +94 -94
  2. package/package.json +1 -1
  3. package/skills/aicut-motion/SKILL.md +69 -3
  4. package/skills/aicut-motion/THIRD_PARTY_NOTICES.md +14 -0
  5. package/skills/aicut-motion/assets/atlas/lib/harness.js +116 -0
  6. package/skills/aicut-motion/assets/atlas/lib/sound.js +274 -0
  7. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/code.js +937 -0
  8. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/poster.jpg +0 -0
  9. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/style.json +13 -0
  10. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/code.js +909 -0
  11. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/poster.jpg +0 -0
  12. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/style.json +13 -0
  13. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/code.js +881 -0
  14. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/poster.jpg +0 -0
  15. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/style.json +13 -0
  16. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/code.js +897 -0
  17. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/poster.jpg +0 -0
  18. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/style.json +13 -0
  19. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/code.js +814 -0
  20. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/poster.jpg +0 -0
  21. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/style.json +13 -0
  22. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/code.js +990 -0
  23. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/poster.jpg +0 -0
  24. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/style.json +13 -0
  25. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/code.js +994 -0
  26. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/poster.jpg +0 -0
  27. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/style.json +13 -0
  28. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/code.js +792 -0
  29. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/poster.jpg +0 -0
  30. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/style.json +13 -0
  31. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/code.js +840 -0
  32. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/poster.jpg +0 -0
  33. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/style.json +13 -0
  34. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/code.js +1126 -0
  35. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/poster.jpg +0 -0
  36. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/style.json +13 -0
  37. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/code.js +854 -0
  38. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/poster.jpg +0 -0
  39. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/style.json +13 -0
  40. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/code.js +1124 -0
  41. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/poster.jpg +0 -0
  42. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/style.json +13 -0
  43. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/code.js +728 -0
  44. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/poster.jpg +0 -0
  45. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/style.json +13 -0
  46. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/code.js +664 -0
  47. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/poster.jpg +0 -0
  48. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/style.json +13 -0
  49. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/code.js +991 -0
  50. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/poster.jpg +0 -0
  51. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/style.json +13 -0
  52. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/code.js +801 -0
  53. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/poster.jpg +0 -0
  54. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/style.json +13 -0
  55. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/code.js +692 -0
  56. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/poster.jpg +0 -0
  57. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/style.json +13 -0
  58. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/code.js +756 -0
  59. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/poster.jpg +0 -0
  60. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/style.json +13 -0
  61. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/code.js +922 -0
  62. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/poster.jpg +0 -0
  63. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/style.json +13 -0
  64. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/code.js +852 -0
  65. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/poster.jpg +0 -0
  66. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/style.json +13 -0
  67. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/code.js +724 -0
  68. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/poster.jpg +0 -0
  69. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/style.json +13 -0
  70. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/code.js +793 -0
  71. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/poster.jpg +0 -0
  72. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/style.json +13 -0
  73. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/code.js +846 -0
  74. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/poster.jpg +0 -0
  75. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/style.json +13 -0
  76. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/code.js +1008 -0
  77. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/poster.jpg +0 -0
  78. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/style.json +13 -0
  79. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/code.js +680 -0
  80. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/poster.jpg +0 -0
  81. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/style.json +13 -0
  82. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/code.js +633 -0
  83. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/poster.jpg +0 -0
  84. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/style.json +13 -0
  85. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/code.js +757 -0
  86. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/poster.jpg +0 -0
  87. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/style.json +13 -0
  88. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/code.js +828 -0
  89. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/poster.jpg +0 -0
  90. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/style.json +13 -0
  91. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/code.js +697 -0
  92. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/poster.jpg +0 -0
  93. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/style.json +13 -0
  94. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/code.js +687 -0
  95. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/poster.jpg +0 -0
  96. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/style.json +13 -0
  97. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/code.js +727 -0
  98. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/poster.jpg +0 -0
  99. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/style.json +13 -0
  100. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/code.js +903 -0
  101. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/poster.jpg +0 -0
  102. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/style.json +13 -0
  103. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/code.js +662 -0
  104. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/poster.jpg +0 -0
  105. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/style.json +13 -0
  106. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/code.js +951 -0
  107. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/poster.jpg +0 -0
  108. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/style.json +13 -0
  109. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/code.js +759 -0
  110. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/poster.jpg +0 -0
  111. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/style.json +13 -0
  112. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/code.js +738 -0
  113. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/poster.jpg +0 -0
  114. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/style.json +13 -0
  115. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/code.js +793 -0
  116. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/poster.jpg +0 -0
  117. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/style.json +13 -0
  118. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/code.js +673 -0
  119. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/poster.jpg +0 -0
  120. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/style.json +13 -0
  121. package/skills/aicut-motion/assets/atlas/styles/039-win95-desktop/code.js +907 -0
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  124. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/code.js +833 -0
  125. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/poster.jpg +0 -0
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  127. package/skills/aicut-motion/assets/atlas/styles/041-manga-page/code.js +845 -0
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  130. package/skills/aicut-motion/assets/atlas/styles/042-wood-type-letterpress/code.js +496 -0
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  133. package/skills/aicut-motion/assets/atlas/styles/043-light-painting/code.js +635 -0
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  136. package/skills/aicut-motion/assets/atlas/styles/044-felt-patchwork/code.js +799 -0
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  139. package/skills/aicut-motion/assets/atlas/styles/045-phosphor-terminal/code.js +547 -0
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  142. package/skills/aicut-motion/assets/atlas/styles/046-glassmorphism-ui/code.js +592 -0
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  145. package/skills/aicut-motion/assets/atlas/styles/047-tarot-card/code.js +768 -0
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  148. package/skills/aicut-motion/assets/atlas/styles/048-transit-map/code.js +666 -0
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  157. package/skills/aicut-motion/assets/atlas/styles/051-art-deco-foil/code.js +606 -0
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  1028. package/skills/vox-director/SKILL.md +0 -351
  1029. package/skills/vox-director/references/beat-layer.md +0 -143
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  1035. package/skills/xingchen-vox-collage/SKILL.md +0 -251
  1036. package/skills/xingchen-vox-collage/references/asset-layer-contract.md +0 -98
  1037. package/skills/xingchen-vox-collage/references/creative-exploration.md +0 -19
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  1040. package/skills/xingchen-vox-collage/references/visual-language.md +0 -74
  1041. package/skills/xingchen-vox-collage/references/visual-qa.md +0 -59
  1042. package/skills/youtube/SKILL.md +0 -147
  1043. package/skills/youtube/references/algorithm-guide.md +0 -59
  1044. package/skills/youtube/references/analytics-benchmarks.md +0 -67
  1045. package/skills/youtube/references/dataforseo-integration.md +0 -51
  1046. package/skills/youtube/references/monetization-guide.md +0 -62
  1047. package/skills/youtube/references/repurposing-guide.md +0 -54
  1048. package/skills/youtube/references/retention-scripting-guide.md +0 -75
  1049. package/skills/youtube/references/seo-playbook.md +0 -77
  1050. package/skills/youtube/references/shorts-playbook.md +0 -64
  1051. package/skills/youtube/references/thumbnail-ctr-guide.md +0 -73
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  1053. package/skills/youtube-shorts-factory/resources/adaptation-guide.md +0 -133
  1054. package/skills/youtube-shorts-factory/resources/storyboard-template.md +0 -271
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@@ -1,184 +0,0 @@
1
- # After Effects Expression Library, Rigging & Export
2
-
3
- A deeper cookbook. All expressions are JavaScript (the modern AE expression engine). They evaluate on the property they are pasted on, where `value`, `time`, `index`, `thisLayer`, `thisComp` are in scope.
4
-
5
- ## Inertial bounce (parameterized)
6
-
7
- ```js
8
- // Overshoot/settle after the most recent keyframe. Tune amp/freq/decay.
9
- amp = 0.10; // 0.05 = subtle, 0.2 = bouncy
10
- freq = 3.0; // oscillations per second
11
- decay = 5.0; // higher = settles faster
12
-
13
- n = 0;
14
- if (numKeys > 0) {
15
- n = nearestKey(time).index;
16
- if (key(n).time > time) n--;
17
- }
18
- if (n === 0) {
19
- value;
20
- } else {
21
- t = time - key(n).time;
22
- v = velocityAtTime(key(n).time - thisComp.frameDuration / 10);
23
- value + v * amp * Math.sin(freq * t * 2 * Math.PI) / Math.exp(decay * t);
24
- }
25
- ```
26
-
27
- Inertial bounce works on multi-dimensional properties because `velocityAtTime` returns a vector; the arithmetic is per-component.
28
-
29
- ## Loop variants
30
-
31
- ```js
32
- loopOut("cycle"); // A B C A B C ...
33
- loopOut("pingpong"); // A B C B A B C ...
34
- loopOut("offset"); // continues accumulating the delta each cycle
35
- loopOut("continue"); // linear extension of the final velocity (no loop)
36
- loopOut("cycle", 3); // loop only the last 3 keyframes
37
- loopIn("cycle", 2); // loop the first 2 keyframes, backwards in time
38
- loopOutDuration("cycle", 2); // loop the last 2 SECONDS of keyframes
39
- ```
40
-
41
- Use `offset` for endless conveyor/scroll motion; `continue` for inertia past the last keyframe without oscillation.
42
-
43
- ## Wiggle — advanced
44
-
45
- ```js
46
- // Full signature: wiggle(freq, amp, octaves, amp_mult, time)
47
- wiggle(2, 30, 3, 0.5); // 3 octaves adds finer detail
48
-
49
- // Per-axis wiggle (different amplitude X vs Y)
50
- x = wiggle(2, 50)[0];
51
- y = wiggle(2, 10)[1];
52
- [x, y];
53
-
54
- // Wiggle only rotation while keeping keyframed position
55
- wiggle(1, 5); // on Rotation
56
-
57
- // Smooth, looping ambient motion without true wiggle (loopable):
58
- amp = 20; period = 4; // seconds
59
- [Math.sin(time / period * 2 * Math.PI) * amp,
60
- Math.cos(time / period * 2 * Math.PI) * amp] + value;
61
- ```
62
-
63
- `wiggle` is non-looping noise; for seamless loops use periodic sin/cos as above.
64
-
65
- ## Stable randomness across a grid
66
-
67
- ```js
68
- seedRandom(index, true); // timeless=true → constant over time, varies per layer
69
- startDelay = random(0, 0.5); // each layer gets a stable random delay
70
- opacity = ease(time, startDelay, startDelay + 0.4, 0, 100);
71
- ```
72
-
73
- `seedRandom(index, false)` (timeless=false) lets `random()` vary over time — use for flicker; `true` for stable offsets.
74
-
75
- ## Time remap & valueAtTime echoes
76
-
77
- ```js
78
- // Trailing/echo: sample the lead layer in the past, staggered by index
79
- delay = 0.08 * (index - 1);
80
- thisComp.layer("Lead").transform.position.valueAtTime(time - delay);
81
-
82
- // Speed-ramp a time-remapped layer using easing on the source time
83
- src = thisComp.layer("Source");
84
- linear(time, 0, 2, 0, src.source.duration); // play a 2s window of the source
85
-
86
- // Sample own value in the past for motion smear / trail
87
- valueAtTime(time - 0.1);
88
- ```
89
-
90
- ## Rigging walkthrough
91
-
92
- ### Control types and how to read them
93
-
94
- ```js
95
- ctrl = thisComp.layer("Controls");
96
- ctrl.effect("Intensity")("Slider"); // number
97
- ctrl.effect("Visible")("Checkbox"); // 1 or 0
98
- ctrl.effect("Brand")("Color"); // [r,g,b,a] 0..1
99
- ctrl.effect("Spin")("Angle"); // degrees
100
- ctrl.effect("Anchor")("Point"); // [x,y]
101
- ```
102
-
103
- ### One slider, staggered reveal across N layers
104
-
105
- ```js
106
- // On each layer's Opacity:
107
- master = thisComp.layer("Controls").effect("Reveal")("Slider"); // 0..100 driver
108
- per = 6; // frames of stagger per layer
109
- shift = framesToTime(per * (index - 1));
110
- ease(master, 0, 100, 0, 100) * (time > shift ? 1 : 0);
111
- ```
112
-
113
- ### Coordinate-space conversions
114
-
115
- ```js
116
- // Place this layer where another parented layer appears in comp space
117
- target = thisComp.layer("Marker");
118
- fromComp(target.toComp(target.anchorPoint));
119
-
120
- // World position of a point on this layer
121
- toComp([0, 0]);
122
- ```
123
-
124
- `toComp` converts layer space → composition space; `fromComp` does the inverse. Use them whenever layers are parented or live in different (nested) comps.
125
-
126
- ### Linking many layers to a master null
127
-
128
- 1. Select all children → set Parent to the null.
129
- 2. Animate only the null; children inherit transform.
130
- 3. For non-transform links (effects, opacity), pick-whip to the control layer's effect.
131
-
132
- ## Essential Graphics / MOGRT export steps
133
-
134
- 1. **Window → Essential Graphics**, choose the master comp.
135
- 2. Drag exposed properties (Slider, Checkbox, Color, Text Source, Media replacement) into the panel.
136
- 3. Add **Group** headers, rename controls, fill comment fields for editors.
137
- 4. Use **Drop-Zone / Media Replacement** for swappable footage/logos.
138
- 5. Click **Export Motion Graphics Template**, choose destination (Local Templates Folder / Library / file). Toggle "Make fonts available" and check "Raster/vector" compatibility for Premiere.
139
- 6. Test in Premiere Pro's Essential Graphics → Browse panel.
140
-
141
- Keep all motion driven by expressions referencing the exposed controls so editors only touch the exposed params; hide internal layers with shy.
142
-
143
- ## Lottie / Bodymovin export
144
-
145
- Supported reliably:
146
- - Shape layers, solids, transforms (position/scale/rotation/opacity/anchor).
147
- - Masks and track mattes (alpha), parenting, basic gradients.
148
- - Trim Paths, simple repeaters.
149
- - Expressions: enable in Bodymovin settings, but verify on the target renderer — `lottie-web`, lottie-ios, and lottie-android differ in expression and effect support.
150
-
151
- Not supported / risky (bake or avoid):
152
- - Blend modes, most native Effects, layer blurs, 3D layers/cameras, time remapping, adjustment-layer effects.
153
-
154
- Workflow:
155
- 1. Install Bodymovin extension; **Window → Extensions → Bodymovin**.
156
- 2. Select comp(s), set destination, choose Standard/Demo.
157
- 3. Settings: enable "Glyphs"/"Hidden", "Expressions" only if needed; "Assets" → export images or use base64.
158
- 4. Render `data.json`. Preview in a Lottie player; check file size and that masks/mattes survived.
159
- 5. For web, load with `lottie-web`:
160
-
161
- ```js
162
- import lottie from 'lottie-web';
163
- lottie.loadAnimation({
164
- container: document.getElementById('lottie'),
165
- renderer: 'svg', // 'canvas' for heavy fills, better perf
166
- loop: true, autoplay: true,
167
- path: '/data.json',
168
- });
169
- ```
170
-
171
- ## Media Encoder presets
172
-
173
- | Use | Codec / format | Settings |
174
- |---|---|---|
175
- | Web/social delivery | H.264 (MP4) | VBR 2-pass, 1080p ~12–16 Mbps; 4K ~35–50 Mbps |
176
- | Master/intermediate | ProRes 422 HQ (MOV) | full range, matched fps |
177
- | With alpha | ProRes 4444 (MOV) | enable alpha channel |
178
- | Lossless interchange | PNG sequence or ProRes 4444 | per-frame, alpha |
179
- | GIF | via Media Encoder/Photoshop | reduce palette, dither, cap dimensions |
180
-
181
- Tips:
182
- - Match the comp frame rate; avoid frame-blending unless intentionally retiming.
183
- - H.264 cannot store alpha — composite onto a background or use ProRes 4444 / PNG.
184
- - For crisp text, render at the delivery resolution (don't upscale); set quality to maximum and use 2-pass VBR.
@@ -1,134 +0,0 @@
1
- # Expressions, Rigging & MOGRT
2
-
3
- After Effects is GUI software, so this delivers knowledge: ready-to-paste JavaScript expressions, rigging setups that make motion controllable, and template/export pipelines. Expressions read on the property they are pasted on; `value` is that property's keyframed/static value, `time` is the composition time in seconds, and `index`, `thisLayer`, `thisComp` are in scope.
4
-
5
- For a deeper cookbook (tuned inertial bounce, every loop variant, advanced per-axis wiggle, `valueAtTime` echoes, `seedRandom` grids, full rigging walkthrough, Essential Graphics → MOGRT steps, Lottie/Bodymovin + Media Encoder presets), see `expression-library.md`.
6
-
7
- ## Core expressions
8
-
9
- ### Inertial bounce (overshoot after the last keyframe)
10
-
11
- Paste on a Position, Scale, or Rotation property. It continues the velocity at the final keyframe into a damped sine — the classic "settle" motion.
12
-
13
- ```js
14
- amp = 0.08; // overshoot amount
15
- freq = 2.5; // oscillations per second
16
- decay = 6.0; // how fast it settles
17
- n = 0;
18
- if (numKeys > 0) {
19
- n = nearestKey(time).index;
20
- if (key(n).time > time) n--;
21
- }
22
- if (n > 0) {
23
- t = time - key(n).time;
24
- v = velocityAtTime(key(n).time - 0.001);
25
- value + v * (amp * Math.sin(freq * t * 2 * Math.PI) / Math.exp(decay * t));
26
- } else {
27
- value;
28
- }
29
- ```
30
-
31
- ### Looping
32
-
33
- ```js
34
- loopOut("cycle"); // repeat keyframed range forever
35
- loopOut("pingpong"); // bounce back and forth
36
- loopOut("offset"); // continue, accumulating (e.g. continuous travel)
37
- loopOut("continue"); // extend final velocity linearly
38
- loopOut("cycle", 2); // loop only the last 2 keyframes
39
- loopIn("cycle"); // mirror, before the first keyframe
40
- ```
41
-
42
- ### Wiggle and stable randomness
43
-
44
- ```js
45
- wiggle(2, 30); // 2 wiggles/sec, amplitude 30 (units match the property)
46
- seedRandom(index, true); // unique-but-stable per layer; timeless=true
47
- random(0, 100); // stable after seedRandom
48
- wiggle(freq, amp, octaves=1, amp_mult=0.5, t=time); // full signature
49
- ```
50
-
51
- `seedRandom(index, true)` before `random()` or `wiggle()` makes each layer differ but stay constant across renders — essential for grids of layers that must not flicker.
52
-
53
- ### Time remap & value-at-time
54
-
55
- ```js
56
- // Sample another property/layer at a shifted time (echo/trailing motion)
57
- delay = 0.2 * index;
58
- thisComp.layer("Lead").transform.position.valueAtTime(time - delay);
59
-
60
- // Speed up a precomp via time remap
61
- linear(time, 0, thisComp.duration, 0, 6); // 6s source mapped over comp duration
62
- ```
63
-
64
- ## Rigging
65
-
66
- Make motion controllable instead of hand-keyed:
67
-
68
- 1. Add a null/control layer (often a "Controls" layer). Add **Slider Control**, **Checkbox Control**, **Color Control**, **Angle Control**, or **Point Control** effects to it.
69
- 2. Reference them with the pick-whip or by path:
70
-
71
- ```js
72
- ctrl = thisComp.layer("Controls");
73
- amt = ctrl.effect("Intensity")("Slider"); // Slider Control → ADBE Slider Control-0001
74
- on = ctrl.effect("Enable")("Checkbox"); // Checkbox: 1 or 0
75
- col = ctrl.effect("Tint")("Color");
76
-
77
- if (on == 1) value * amt else value;
78
- ```
79
-
80
- 3. Parent transforms to a null so one move drives many layers. Use `toComp`/`fromComp` to convert coordinate spaces when layers are parented or in different comps.
81
-
82
- ```js
83
- // Stagger N layers off one master slider
84
- master = thisComp.layer("Controls").effect("Reveal")("Slider");
85
- delay = 4 * index; // 4 frames per layer
86
- master.valueAtTime(time - framesToTime(delay));
87
- ```
88
-
89
- ## Essential Graphics / MOGRT
90
-
91
- 1. Open **Window → Essential Graphics**, pick the comp as the Master.
92
- 2. Drag the Slider/Checkbox/Color/Text source properties into the panel to expose them.
93
- 3. Group, rename, and set comment fields for editors.
94
- 4. **Export Motion Graphics Template** → a `.mogrt` usable in Premiere Pro / AE. Keep driving expressions referencing the exposed controls so editors change only the exposed params.
95
-
96
- Set "Allow fonts to substitute" off and embed/package fonts where possible so the template renders consistently elsewhere.
97
-
98
- ## Export from expressions/template work
99
-
100
- ### To Lottie (Bodymovin / `@lottiefiles/bodymovin`)
101
-
102
- - Stick to Lottie-supported features: shape layers, transforms, masks, track mattes, basic expressions converted to keyframes.
103
- - Avoid blur-heavy effects, blend modes, 3D layers, and most native effects — they don't translate.
104
- - Bake expressions to keyframes if the renderer is strict, or use the `expressions` flag in Bodymovin and test on the target player (web/iOS/Android renderers differ).
105
- - Run **Bodymovin → Render** to produce `data.json` (+ optional images). Verify in a Lottie preview before handoff.
106
-
107
- ### To video (Media Encoder)
108
-
109
- - **File → Export → Add to Adobe Media Encoder Queue** (or render queue for AE-native).
110
- - Delivery: **H.264** (MP4), bitrate ~10–20 Mbps for 1080p, VBR 2-pass.
111
- - Master/intermediate: **ProRes 422 HQ** (or ProRes 4444 when alpha is needed).
112
- - Transparency: ProRes 4444 or PNG/QuickTime with an alpha channel; H.264 cannot carry alpha. (See `export-recipes.md` for the full codec/alpha/bitrate matrix.)
113
-
114
- ## Quick reference
115
-
116
- | Goal | Expression |
117
- |---|---|
118
- | Loop keyframes | `loopOut("cycle")` |
119
- | Continuous travel | `loopOut("offset")` |
120
- | Subtle life | `wiggle(2, 20)` |
121
- | Stable per-layer random | `seedRandom(index,true); random(...)` |
122
- | Settle/overshoot | inertial bounce (above) |
123
- | Echo another layer | `valueAtTime(time - delay)` |
124
- | Read a slider | `effect("Name")("Slider")` |
125
- | Frames ↔ seconds | `framesToTime(n)` / `timeToFrames(t)` |
126
-
127
- ## Gotchas
128
-
129
- - An expression overrides keyframes on that property unless it incorporates `value`; start most expressions from `value`.
130
- - `index` is the layer's stacking number — it changes if layers are reordered; prefer named lookups for stable rigs.
131
- - Expression errors disable the expression and show a yellow banner; check the property's path names (effect names must match exactly, including duplicates' suffixes).
132
- - Pre-compose for reuse; name layers; use shy/lock and guide layers for safe areas before handoff.
133
- </content>
134
- </invoke>
@@ -1,138 +0,0 @@
1
- # Performance Triage — Slow, Laggy, Crashing, Frozen
2
-
3
- Diagnose slow previews, slow renders, freezes, and crashes in a fixed order, from cheapest fix to most invasive. Work top-down and stop when the symptom clears — most issues are solved in the first few steps.
4
-
5
- Most fixes live in Preferences. Open `Edit > Preferences` (Windows) or `After Effects > Settings/Preferences` (macOS).
6
-
7
- ## First: identify the symptom
8
-
9
- - **Slow / non-real-time previews (RAM preview)** → Flow A
10
- - **Slow renders (final output)** → Flow B
11
- - **Crashes / freezes / hangs** → Flow C
12
-
13
- ## Flow A — Slow previews (do in order)
14
-
15
- 1. **Set Resolution to Auto/Half/Third.** In the Composition viewer, change Resolution from Full to **Half** or **Third**. Adaptive/Draft resolution gives the biggest instant win.
16
- 2. **Enable Multi-Frame Rendering (MFR).** `Preferences > Memory & Performance > Enable Multi-Frame Rendering`. Uses all CPU cores for preview and render (AE 2022+). Confirm "CPUs reserved for other applications" isn't set too high.
17
- 3. **Check RAM allocation.** `Preferences > Memory & Performance`. Leave ~6 GB for the OS; give the rest to AE. Too little RAM = a tiny green preview bar.
18
- 4. **Set Fast Previews to Adaptive Resolution.** Viewer's lightning-bolt icon → **Adaptive Resolution** (degrades resolution only while interacting).
19
- 5. **Purge the cache.** `Edit > Purge > All Memory & Disk Cache`. Stale/full cache stalls previews.
20
- 6. **Verify the Disk Cache is on a fast drive.** `Preferences > Media & Disk Cache` → Enable Disk Cache, point it at a fast **SSD/NVMe**, give it 50–100+ GB. Never on a slow external HDD.
21
- 7. **Solo the offending layer/effect.** Toggle effects off (the fx switch) or solo layers to find the bottleneck. Heavy culprits: blurs, glows, Mocha/tracking, particles, expressions, large 3D, and many third-party plugins.
22
- 8. **Enable GPU / hardware-accelerated decoding.** `Preferences > Video Preview` (Mercury GPU) and `Preferences > Import > Hardware Accelerate H.264/HEVC decoding`. Helps long-GOP source footage.
23
- 9. **Pre-render or proxy heavy comps.** Pre-render a finished/slow precomp to ProRes and set it as a **proxy** (`File > Create Proxy`, or right-click footage → Set Proxy). Frees compute for the part being worked on.
24
- 10. **Trim the work area** to just the section in progress so RAM preview fills faster.
25
-
26
- ## Flow B — Slow renders (do in order)
27
-
28
- 1. **Confirm Multi-Frame Rendering is on** (`Memory & Performance`) — the single largest render speedup on multi-core CPUs.
29
- 2. **Render with the Render Queue for masters, AME for delivery** — and don't run heavy work in AE while AME renders.
30
- 3. **Enable hardware-accelerated decoding** for H.264/HEVC sources (`Preferences > Import`).
31
- 4. **Pre-render slow precomps** once and reuse them, instead of recomputing every frame. Heavy effect stacks, time-remapping, and 3rd-party renderers benefit most.
32
- 5. **Replace effects with cheaper equivalents** where possible (e.g., Fast Box Blur over Gaussian; native over plugin).
33
- 6. **Convert long-GOP source to an intermediate** (ProRes/DNxHR). Decoding H.264 every frame is slow; ProRes is cheap to read.
34
- 7. **Check the renderer:** `Composition > Composition Settings > 3D Renderer`. Classic 3D is fastest; Cinema 4D/Ray-traced renderers are far slower.
35
- 8. **Disk Cache on NVMe** so repeated frames aren't recomputed.
36
- 9. **Close other apps**, especially other Adobe apps and browsers, to free RAM/CPU for MFR.
37
-
38
- ## Flow C — Crashes / freezes / hangs (do in order)
39
-
40
- 1. **Purge cache** (`Edit > Purge > All`). A full/corrupt cache causes hangs.
41
- 2. **Clear the Disk Cache folder** in `Preferences > Media & Disk Cache > Empty Disk Cache`. Corrupt cache files cause crash-on-open.
42
- 3. **Update GPU drivers** (NVIDIA Studio driver / AMD). Outdated/Game-Ready drivers cause Mercury GPU crashes. As a test, switch Project renderer GPU→CPU (`File > Project Settings > Video Rendering and Effects: Mercury Software Only`).
43
- 4. **Reset Preferences:** hold `Ctrl+Alt+Shift` (Win) / `Cmd+Opt+Shift` (Mac) while launching AE. Corrupt prefs are a top crash cause.
44
- 5. **Disable third-party plugins** by temporarily moving them out of the plug-ins folder, then reintroduce to find the offender. Old plugins are a leading crash/freeze source after AE updates.
45
- 6. **Check Disk Cache and Output drives for free space.** A full scratch/cache disk causes freezes mid-render.
46
- 7. **Lower or disable MFR** if crashes appear only during multi-frame render — some plugins are not MFR-safe; reserve more CPUs or disable MFR for those projects.
47
- 8. **Roll back the AE version** if crashes started right after an update. Install a previous version via Creative Cloud (Other Versions) — many crash waves are version-specific regressions.
48
- 9. **Look for a single corrupt asset** — import comps one at a time, or replace footage, to isolate a bad file.
49
-
50
- ## Quick reference
51
-
52
- | Symptom | First three moves |
53
- |---|---|
54
- | Choppy RAM preview | Half resolution → enable MFR → purge cache |
55
- | Tiny green preview bar | Raise RAM allocation → SSD disk cache → trim work area |
56
- | Slow final render | Enable MFR → HW decode H.264 → pre-render precomps |
57
- | Crash on launch | Reset prefs (modifier keys) → empty disk cache → update GPU driver |
58
- | Crash mid-render | Free disk space → disable/reserve CPUs for MFR → disable 3rd-party plugins |
59
- | Started after update | Roll back AE version → update plugins → reset prefs |
60
- | Laggy with footage | HW-accelerated decode → transcode to ProRes → proxy heavy comps |
61
-
62
- ## Gotchas
63
-
64
- - **MFR needs RAM per core.** With many cores but little RAM, MFR can underperform or stall — aim for several GB per active core.
65
- - **Game-Ready drivers crash AE.** Prefer the **Studio** driver branch on NVIDIA.
66
- - **Disk Cache on an external HDD is worse than none** — it must be SSD/NVMe to help.
67
- - **Plugins lag behind AE updates.** After a major AE upgrade, a sudden crash wave usually means a plugin needs updating or is not MFR-safe.
68
- - **Purging clears the green bar.** Previews must rebuild afterward; that initial slowness is expected, not a new problem.
69
- - **CPU/GPU effects are not equal.** A few GPU-accelerated effects are fast; mixing many CPU-only effects forces round-trips that kill preview speed.
70
- - **Don't render in AE and AME simultaneously** on the same machine — they fight for cores and RAM.
71
-
72
- ---
73
-
74
- # AE Performance — Detailed Diagnostics Reference
75
-
76
- ## Preference locations and recommended values
77
-
78
- | Setting | Path | Recommended |
79
- |---|---|---|
80
- | RAM for AE | Preferences > Memory & Performance | Total RAM minus ~6 GB for OS |
81
- | Multi-Frame Rendering | Memory & Performance > Enable MFR | On; reserve 0–2 CPUs for other apps |
82
- | Disk Cache | Media & Disk Cache > Enable Disk Cache | On, SSD/NVMe, 50–150 GB |
83
- | Conformed media cache | Media & Disk Cache | On SSD, separate from project if possible |
84
- | HW decode (H.264/HEVC) | Import > Hardware Accelerate Decoding | On |
85
- | Mercury GPU | Project Settings > Video Rendering and Effects | GPU (CPU as crash test) |
86
- | Fast Previews | Viewer lightning icon | Adaptive Resolution |
87
-
88
- ## Multi-Frame Rendering (MFR) tuning
89
- - Introduced in AE 2022 (22.x); renders multiple frames in parallel across CPU cores for both preview and final render.
90
- - **RAM is the limiter.** Each rendering frame needs memory; with too little RAM, AE quietly reduces the cores it uses. Target several GB of free RAM per logical core you want active.
91
- - "CPUs reserved for other applications" trades render speed for system responsiveness. Set 0–2 on a dedicated machine.
92
- - Some legacy/3rd-party effects are **not MFR-safe** and can crash or render incorrectly under MFR. If a specific project crashes only with MFR on, disable MFR for that project or update the plugin.
93
-
94
- ## GPU and drivers
95
- - Use the **NVIDIA Studio Driver** (not Game Ready) for stability with Adobe apps; keep AMD drivers current too.
96
- - Mercury GPU acceleration speeds some effects and the renderer. If AE crashes on launch or while playing back, switch `Project Settings > Video Rendering and Effects` to **Mercury Software Only** to confirm GPU/driver fault, then update drivers.
97
- - Hardware-accelerated **decoding** (separate from rendering) speeds reading H.264/HEVC source footage; enable in `Preferences > Import`.
98
-
99
- ## Disk cache sizing and placement
100
- - Put the disk cache on the **fastest local drive** (internal NVMe ideal). Never on a slow USB HDD or a network drive.
101
- - 50–150 GB is typical; more helps long projects retain cached frames between sessions.
102
- - Symptoms of a bad cache: hangs on open, garbage frames, refusal to play. Fix via `Empty Disk Cache` and `Edit > Purge > All`.
103
- - Keep the cache drive from filling up — a full cache/scratch disk causes mid-render freezes.
104
-
105
- ## Pre-render and proxy workflow
106
- 1. Identify a slow, finished precomp (heavy effects, particles, 3D, tracking).
107
- 2. Add it to the Render Queue and render to **ProRes 422/422 HQ** (or PNG sequence).
108
- 3. Right-click the footage/comp in the Project panel → **Set Proxy > File**, select the rendered file. A box icon shows the proxy is active.
109
- 4. Toggle the proxy off for final render if you want to re-render at full quality, or keep it if the pre-render is final.
110
- 5. Alternatively `File > Create Proxy > Movie/Still` to queue a proxy directly.
111
- - Proxies let AE substitute a cheap-to-read file for an expensive comp/footage during editing.
112
-
113
- ## Heavy effect culprits (preview/render cost)
114
- - Gaussian Blur, Camera Lens Blur, Glow → use Fast Box Blur where acceptable.
115
- - Particle systems (Particular, Form), Element 3D, Plexus.
116
- - Mocha tracking, Warp Stabilizer (analysis), motion tracking.
117
- - Expressions that read many layers/time, especially per-frame heavy ones.
118
- - Nested precomps with collapsed transformations and continuous rasterization.
119
- - Ray-traced / Cinema 4D 3D renderer vs Classic 3D.
120
-
121
- ## Version-specific culprits
122
- - After a **major AE update**, a sudden crash/slowdown wave usually traces to a third-party plugin not yet updated for that AE version — update plugins or remove them to test.
123
- - If problems began immediately after updating AE, install the **previous version** from Creative Cloud → app → Other Versions, and report the regression.
124
- - Reset corrupt preferences by holding `Ctrl+Alt+Shift` (Win) / `Cmd+Opt+Shift` (Mac) during launch; this resolves many post-update oddities.
125
-
126
- ## Isolation checklist for crashes
127
- 1. Reset preferences (modifier-key launch).
128
- 2. Empty disk cache + Purge All.
129
- 3. Update GPU driver (Studio branch).
130
- 4. Move 3rd-party plugins out, relaunch, reintroduce one at a time.
131
- 5. Switch Mercury to Software Only to rule out GPU.
132
- 6. Import comps/footage incrementally to find a corrupt asset.
133
- 7. Disable MFR for the project if crashes are MFR-specific.
134
- 8. Roll back AE version if the crash wave is version-correlated.
135
-
136
- ## When to pre-compose vs pre-render
137
- - **Pre-compose** to organize and to apply an effect to a group — does not by itself speed anything up (it can even add overhead).
138
- - **Pre-render** (render to a file + use as proxy/footage) when a precomp is finished and slow — this is the actual performance win.
@@ -1,188 +0,0 @@
1
- # Project Hygiene — Organize, Relink, ExtendScript
2
-
3
- Keep AE projects organized, portable, and automatable: consistent naming, a clear folder/bin structure, label discipline, pre-comp discipline, reliable relinking when files move, and ExtendScript (.jsx) automation for repetitive tasks.
4
-
5
- ## Folder (bin) structure
6
-
7
- Create folders in the Project panel (the folder icon at the bottom). A reliable layout:
8
-
9
- ```
10
- 01_Comps/ finished/active compositions
11
- 02_Precomps/ nested precomps
12
- 03_Footage/ imported video
13
- 04_Images/ stills, logos, textures
14
- 05_Audio/
15
- 06_Solids/ (AE's auto "Solids" folder — keep it here)
16
- 07_Assets_3D/
17
- 99_Old/ deprecated comps/layers, not deleted yet
18
- ```
19
-
20
- Numeric prefixes force a stable sort order. After importing, immediately drag items into the right bin — `File > Reduce Project` and `File > Consolidate All Footage` help later, but discipline up front prevents chaos.
21
-
22
- ## Naming conventions
23
-
24
- - **Comps:** `PROJECT_section_descriptor_v01` (e.g., `BRAND_intro_logoBuild_v03`). Version with zero-padded `v01`, `v02`.
25
- - **Precomps:** prefix `PRE_` or suffix `_pre` so they're obvious in lists.
26
- - **Layers:** rename solids/nulls to their role (`CTRL_master`, `BG_gradient`, `MATTE_text`). Never ship "Black Solid 12".
27
- - **No spaces / special chars** in filenames destined for render farms or cross-OS sharing — use `_` and `-`.
28
- - Keep names short but unique; long names truncate in the timeline.
29
-
30
- ## Label colors
31
-
32
- Use the Label color (the swatch left of each Project/Timeline item) as a visual system. Pick a convention and apply it consistently, e.g.:
33
- - Red = control/null layers
34
- - Blue = footage
35
- - Green = precomps
36
- - Yellow = text
37
- - Purple = adjustment/effects layers
38
-
39
- Right-click an item → **Label** to set. Select multiple, then `Edit > Label > Select Label Group` to act on a whole color at once. Customize label names/colors in `Preferences > Labels`.
40
-
41
- ## Pre-comp discipline
42
-
43
- - Pre-compose (`Layer > Pre-compose`, `Ctrl/Cmd+Shift+C`) to **group** related layers and to apply one effect to a group — not reflexively for everything.
44
- - When pre-composing a single layer, choose **"Leave all attributes in"** vs **"Move all attributes into the new composition"** deliberately: "Move" carries transforms/effects inside; "Leave" keeps them on the outer layer.
45
- - Name the precomp immediately and file it in `02_Precomps`.
46
- - Avoid deep nesting beyond a few levels — it slows navigation and makes relinking/debugging painful.
47
- - Match precomp duration and frame rate to need; an over-long precomp wastes cache.
48
-
49
- ## The "moved one file and everything broke" rescue
50
-
51
- AE references footage by file path. Moving, renaming, or sending a project without its assets breaks links (shown as **colored bars / "Missing Footage"** placeholders).
52
-
53
- ### Fix options, in order
54
- 1. **Relink one, fix many:** double-click a missing item (or right-click → **Replace Footage > File**). Point it at the moved file; AE offers to relink *all* missing items from the same folder automatically. This single step usually fixes the whole project.
55
- 2. **Find Missing Footage:** `File > Dependencies > Find Missing Footage` lists every broken link to resolve.
56
- 3. **Replace Footage:** right-click footage → **Replace Footage > File** to swap an asset while keeping every use, effect, and keyframe intact.
57
-
58
- ### Prevent it: Collect Files
59
- Before moving or sharing a project, use `File > Dependencies > Collect Files`. This copies the project plus every used asset into one new folder with relative structure, so links survive on any machine. Always hand off projects as a Collect Files package, not a bare `.aep`.
60
-
61
- Related: `File > Dependencies > Consolidate All Footage` (merge duplicate imports), `Remove Unused Footage`, and `Reduce Project` (strip everything not used by selected comps) to slim a project before collecting.
62
-
63
- ## Batch automation with ExtendScript (.jsx)
64
-
65
- AE scripts (ExtendScript / JSX) automate repetitive work. Run via `File > Scripts > Run Script File...`, or place in the **ScriptUI Panels** folder to dock as a panel. Always wrap edits in `app.beginUndoGroup("name") ... app.endUndoGroup()` so one Undo reverts the whole batch.
66
-
67
- Common automations (full code in `../scripts/`):
68
- - **Batch rename** selected layers with a base name + auto-increment (`../scripts/batch-rename.jsx`).
69
- - **Sequential offset** — stagger selected layers in time by N frames each, a staggered "domino" start (`../scripts/sequential-offset.jsx`).
70
- - **Apply an effect** (e.g., a Gaussian Blur, or any matchName) across all selected layers at once (`../scripts/apply-effect-to-layers.jsx`).
71
-
72
- Minimal pattern:
73
- ```javascript
74
- app.beginUndoGroup("My Batch Op");
75
- var comp = app.project.activeItem;
76
- if (comp && comp instanceof CompItem) {
77
- var sel = comp.selectedLayers;
78
- for (var i = 0; i < sel.length; i++) {
79
- // operate on sel[i]
80
- }
81
- }
82
- app.endUndoGroup();
83
- ```
84
-
85
- ## Quick reference
86
-
87
- | Task | How |
88
- |---|---|
89
- | New bin | Folder icon at bottom of Project panel |
90
- | Set label color | Right-click item → Label |
91
- | Relink missing footage | Double-click item / Replace Footage > File |
92
- | List broken links | File > Dependencies > Find Missing Footage |
93
- | Package for handoff | File > Dependencies > Collect Files |
94
- | Swap an asset everywhere | Replace Footage > File |
95
- | Slim project | Reduce Project / Remove Unused Footage |
96
- | Run a script | File > Scripts > Run Script File... |
97
- | Pre-compose | Layer > Pre-compose (Ctrl/Cmd+Shift+C) |
98
-
99
- ## Gotchas
100
-
101
- - **Collect Files before moving anything.** Moving the `.aep` alone always breaks links.
102
- - **Relinking one item often relinks the rest** from the same folder — try that before fixing each by hand.
103
- - **Replace Footage preserves effects/keyframes;** deleting + re-importing does not.
104
- - **AE auto-creates a "Solids" folder** — don't scatter solids elsewhere or it regenerates duplicates.
105
- - **Scripts need `app.beginUndoGroup`/`endUndoGroup`** or a batch becomes many separate undos.
106
- - **Applying effects by name needs the `matchName`,** not the display name (e.g., `"ADBE Gaussian Blur 2"`), to be reliable across AE language versions.
107
- - **Allow Scripts to Write Files** must be enabled in `Preferences > Scripting & Expressions` for scripts that save/render.
108
- - **Deep precomp nesting** makes both performance and relinking worse — keep it shallow.
109
-
110
- ---
111
-
112
- # AE Project Organization — Detailed Reference
113
-
114
- ## Full folder (bin) template
115
- ```
116
- PROJECT.aep
117
- ├── 00_Output/ (final renders live next to project on disk)
118
- 01_Comps/ master & active comps
119
- 02_Precomps/ nested precomps (prefix PRE_)
120
- 03_Footage/ video clips
121
- 04_Images/ stills, logos, vector, textures
122
- 05_Audio/ music, VO, SFX
123
- 06_Solids/ AE auto-folder; leave it here
124
- 07_Assets_3D/ OBJ/C4D/3D model assets
125
- 08_Reference/ storyboards, briefs, temp ref
126
- 99_Old/ deprecated, kept until final
127
- ```
128
- Numeric prefixes lock sort order. Keep the on-disk asset folders mirroring these bins so Collect Files stays clean.
129
-
130
- ## Naming scheme
131
- | Item | Pattern | Example |
132
- |---|---|---|
133
- | Master comp | `PROJ_section_v##` | `BRAND_main_v04` |
134
- | Sub/shot comp | `PROJ_section_shot_v##` | `BRAND_intro_logo_v02` |
135
- | Precomp | `PRE_descriptor` | `PRE_textReveal` |
136
- | Null/control | `CTRL_role` | `CTRL_master` |
137
- | Solid/BG | `BG_role` | `BG_gradient` |
138
- | Matte | `MATTE_role` | `MATTE_logoTrack` |
139
- | Adjustment | `ADJ_role` | `ADJ_grade` |
140
-
141
- Rules: zero-pad versions; no spaces/special characters for farm/cross-OS safety; keep unique and short.
142
-
143
- ## Label color system (example)
144
- | Color | Meaning |
145
- |---|---|
146
- | Red | Control / null layers |
147
- | Blue | Footage |
148
- | Green | Precomps |
149
- | Yellow | Text |
150
- | Purple | Adjustment / effects |
151
- | Orange | Audio |
152
- | Gray | Disabled / old |
153
-
154
- Set via right-click → Label. Customize names/colors in `Preferences > Labels`. Use `Edit > Label > Select Label Group` to select everything of one color.
155
-
156
- ## Relink / missing footage — full workflow
157
- 1. **Identify:** missing items show as colored bars with "Missing" placeholders; the Project panel marks them.
158
- 2. **Relink one to fix many:** right-click a missing item → **Replace Footage > File** (or double-click it). Choose the relocated file. AE prompts to relink all other missing files found in the same folder — accept to fix the batch at once.
159
- 3. **Enumerate:** `File > Dependencies > Find Missing Footage`, `Find Missing Fonts`, `Find Missing Effects` to locate every broken dependency.
160
- 4. **Swap assets:** **Replace Footage > File** swaps the source while preserving all layer instances, effects, masks, and keyframes.
161
-
162
- ## Collect Files (portable handoff)
163
- - `File > Dependencies > Collect Files`.
164
- - Options: Collect Source Files = **All**; enable **Reduce Project** to drop unused; optionally **Generate Report**.
165
- - Produces a folder containing the `.aep` plus a `(Footage)` subfolder with every used asset, preserving relative links so the project opens anywhere.
166
- - Always deliver/move projects as a Collect Files package, never a lone `.aep`.
167
-
168
- ## Slimming a project
169
- - `File > Reduce Project` — removes all items not used by the currently selected comp(s). Destructive to unused items; save first.
170
- - `File > Dependencies > Consolidate All Footage` — merges duplicate imports of the same file.
171
- - `File > Dependencies > Remove Unused Footage` — drops footage no comp references.
172
- - Run these before Collect Files to keep the package small.
173
-
174
- ## Scripting setup
175
- - Enable `Preferences > Scripting & Expressions > Allow Scripts to Write Files and Access Network` for scripts that save or render.
176
- - Run a script: `File > Scripts > Run Script File...`.
177
- - Dock a panel script: place the `.jsx` in `(AE install)/Scripts/ScriptUI Panels/`, restart AE, open from the `Window` menu.
178
- - Wrap every batch in `app.beginUndoGroup("...")` / `app.endUndoGroup()` so it undoes in one step.
179
- - Apply effects by **matchName** (internal id like `"ADBE Gaussian Blur 2"`), not the localized display name, for cross-version reliability. Use `layer.property("ADBE Effect Parade").addProperty(matchName)`.
180
-
181
- ## Pre-comp discipline details
182
- - "Leave all attributes in the new composition" keeps the outer layer's transform; "Move all attributes" pushes them inside the precomp. Choosing wrong shifts/rescales the result.
183
- - Trim precomp duration to the content; over-long precomps waste RAM/disk cache.
184
- - Name and file precomps immediately; never leave "Pre-comp 1".
185
- - Keep nesting shallow (2–3 levels) for performance and easier relinking/debugging.
186
-
187
- ---
188
- Keep the project tidy and named well and footage relinks without a fight. Built by **[iart.ai](https://iart.ai/?utm_source=github&utm_medium=readme&utm_campaign=motion-design-skills&utm_content=skill_footer&utm_term=after-effects)** — the AI motion agent for editable, on-brand motion graphics.