ae morphings插件用法(AfterEffect插件-常规功能开发-命令行渲染-js脚本开发-AE插件)

AfterEffect(AE)插件是Adobe公司开发的特效制作软件,稳定快速的功能和特效,在视频制作领域使用非常广泛,本文向大家介绍如何在项目里进行命令行渲染功能源代码如下所示:,我来为大家科普一下关于ae morphings插件用法?以下内容希望对你有帮助!

ae morphings插件用法(AfterEffect插件-常规功能开发-命令行渲染-js脚本开发-AE插件)

ae morphings插件用法

AfterEffect(AE)插件是Adobe公司开发的特效制作软件,稳定快速的功能和特效,在视频制作领域使用非常广泛,本文向大家介绍如何在项目里进行命令行渲染功能。源代码如下所示:

// Command line renderer for After Effects. // This function constructs an AECommandLineRenderer object. // One and only one of these will be created to perform rendering tasks // at the end of this file. // // The constructor has 3 sections: // [1] define all the variable-type attributes used by this class; // [2] define all the functions used by this class; // [3] assign all the functions to be method-type attributes. // function AECommandLineRenderer() { // [1] define all the variable-type attributes used by this class // // Input before parsing // this.inArgs = null; // // Input after parsing // this.in_project_path = null; this.in_teamproject_name = null; this.in_comp_name = null; this.in_rq_index = null; this.in_RStemplate = null; this.in_OMtemplate = null; this.in_output_path = null; this.in_logfile_path = null; this.in_start_frame = null; this.in_end_frame = null; this.in_increment = null; this.in_image_cache_percent = null; this.in_max_mem_percent = null; this.in_verbose_flag = null; this.in_close_flag = null; this.in_sound_flag = null; this.in_port_address = null; this.in_stop_on_missing_frame = true; // // Exit codes: // this.EXIT_OK = 0; this.EXIT_FAILURE_CODE_FROM_APP = 1; this.EXIT_SHOW_USAGE = 2; this.EXIT_SYNTAX_ERROR = 3; this.EXIT_SYNTAX_ERROR_USER_LOG = 4; this.EXIT_OTHER_SCRIPTING_ERROR = 5; this.EXIT_OTHER_SCRIPTING_ERROR_USER_LOG = 6; this.EXIT_AERENDER_RUNTIME = 7; this.EXIT_AERENDER_RUNTIME_USER_LOG = 8; this.EXIT_AE_RUNTIME = 9; this.EXIT_AE_RUNTIME_USER_LOG = 10; this.EXIT_CANNOT_OPEN_SOCKET = 11; this.EXIT_CODE_NO_LONGER_IN_USE = 12; // // Exit code message prefixes: // this.EXIT_MSG_PREFIX = new Array( "", // EXIT_OK "ERROR: ", // EXIT_FAILURE_CODE_FROM_APP "USAGE: ", // EXIT_SHOW_USAGE "SYNTAX ERROR: ", // EXIT_SYNTAX_ERROR "SYNTAX ERROR: ", // EXIT_SYNTAX_ERROR_USER_LOG "ERROR: ", // EXIT_OTHER_SCRIPTING_ERROR "ERROR: ", // EXIT_OTHER_SCRIPTING_ERROR_USER_LOG "ERROR: ", // EXIT_AERENDER_ERROR "ERROR: ", // EXIT_AERENDER_ERROR_USER_LOG "ERROR: ", // EXIT_AE_RUNTIME "ERROR: ", // EXIT_AE_RUNTIME_USER_LOG "ERROR: ", // EXIT_CANNOT_OPEN_SOCKET "", // EXIT_CODE_NO_LONGER_IN_USE ); // // Messages: // this.MSG_NONE = ""; this.MSG_NOT_HANDLED_HERE = "reported by another script or AE runtime."; this.MSG_SHOW_USAGE = ""; this.MSG_TRIED_TO_PARSE_UNDEFINED = "aerender tried to parse an undefined argument."; this.MSG_UNDEFINED_VALUE_FOR_FLAG = "no value given for flag: "; this.MSG_BAD_FLAG = "Illegal argument flag: "; this.MSG_NO_PROJECT = "No project provided and no project open."; this.MSG_BAD_VERBOSE_FLAG = "Bad value for -verbose."; this.MSG_BAD_CLOSE_FLAG = "Bad value for -close."; this.MSG_BAD_SOUND_FLAG = "Bad value for -sound."; this.MSG_BAD_INCREMENT = "Bad value for -increment. Must be between 1 and 100, inclusive."; this.MSG_COMP_NOT_FOUND = "No comp was found with the given name."; this.MSG_RQINDEX_NOT_FOUND = "No render queue item was found with the given index."; this.MSG_AE_RUNTIME = "Runtime error in After Effects."; this.MSG_ADDING_TO_RQ = "PROGRESS: Adding specified comp to Render Queue"; this.MSG_NEEDS_OUTPUT = "Specified render queue item needs output file but none provided."; this.MSG_RS_TEMPLATE_NOT_FOUND = "No render settings template was found with the given name."; this.MSG_OM_TEMPLATE_NOT_FOUND = "No output module template was found with the given name."; this.MSG_CAN_NOT_OPEN_SOCKET = "Can not open socket."; this.MSG_NO_COMP_YES_TEMPLATE = "WARNING: -RStemplate argument ignored since no -comp or -rqindex provided."; this.MSG_NO_COMP_YES_OMTEMPLATE = "WARNING: -OMtemplate argument ignored since no -comp or -rqindex provided."; this.MSG_NO_COMP_YES_OUTPUT = "WARNING: -output argument ignored since no -comp or -rqindex provided."; this.MSG_NO_COMP_YES_START_OR_END = "WARNING: -s and/or -e arguments ignored since no -comp or -rqindex provided."; this.MSG_NO_COMP_YES_INCREMENT = "WARNING: -i argument ignored since no -comp or -rqindex provided."; this.MSG_SKIPPING_WILL_CONTINUE = "INFO: Skipping render queue item with correct comp name but marked to continue from a partly complete render."; this.MSG_RENDER_ABORTED = "INFO: Render aborted."; // These three don't get the prefix printed since they are not exit messages this.MSG_LOG_DIR_NO_EXISTS = "aerender ERROR: Directory specified for log file does not exist: "; this.MSG_LOG_DIR_NOT_A_DIR = "aerender ERROR: Directory specified for log file is a file, not a directory: "; this.MSG_LOG_CAN_NOT_OPEN = "aerender ERROR: Can not open log file. Try checking write protection of directory: "; // // Variables for rendering // this.log_file = null; this.has_user_log_file = false; this.is_verbose_mode = true; this.saved_sound_setting = null; this.my_sound_setting = null; // [2] define all the functions used by this class // // Report an error. This writes errors to the log file, if present. // This is called from the context of the application, so we // need to precede variable names with gAECommandLineRenderer // function checkParentDied() { var result = false; if(gAECommandLineRenderer.log_file instanceof Socket) { if(! gAECommandLineRenderer.log_file.connected) { app.project.renderQueue.stopRendering(); result = true; } } return result; } function my_onError(error_string, severity_string) { // This method is called with a variety of types of messages. // The severity_string tells us what kind. // Choices are: // NAKED, INFO, WARNING, PROBLEM, FATAL, PROGRESS, and DEBUG // Two of these, PROBLEM and FATAL, are errors that should cause us to change // the exit code: checkParentDied(); if (severity_string == "PROBLEM" || severity_string == "FATAL") { // These two errors cause us to change the exit code. // We don't write an error or throw here, because we got here as part of a thrown // error already, and the message will be printed as part of the catch. gAECommandLineRenderer.SetExitCode(gAECommandLineRenderer.EXIT_AE_RUNTIME); } else { // PROBLEM and FATAL will throw exceptions, and so will be logged to the file // when we catch the exception. // All other errors (NAKED, INFO, WARNING, PROGRESS, and DEBUG) will not // throw exceptions. So we log them to the file right here: if (gAECommandLineRenderer.is_verbose_mode) { if (gAECommandLineRenderer.log_file != null) { if (severity_string == "NAKED") { // everybody is confused by this category. Just use INFO instead. gAECommandLineRenderer.log_file.writeln("INFO:" error_string); } else { gAECommandLineRenderer.log_file.writeln(severity_string ":" error_string); } } } } // call the error handler that was in place before we started rendering. if (gAECommandLineRenderer.oldErrorHandler) { gAECommandLineRenderer.oldErrorHandler(error_string,severity_string); } } // Report an error and throw an exception. // Causes the script to exit. function my_SetExitCodeAndThrowException(code, message) { this.SetExitCode(code); throw (this.EXIT_MSG_PREFIX[code] message); } // Report an error. This establishes exitCodes for reporting errors from AfterFX. function my_SetExitCode(code) { // Some codes are set differently depending on whether we have a custom user // log file. Check for these and use the alternate if appropriate. var real_code = code; if (gAECommandLineRenderer.has_user_log_file) { switch (real_code) { case gAECommandLineRenderer.EXIT_SYNTAX_ERROR: real_code = gAECommandLineRenderer.EXIT_SYNTAX_ERROR_USER_LOG; break; case gAECommandLineRenderer.EXIT_OTHER_SCRIPTING_ERROR: real_code = gAECommandLineRenderer.EXIT_OTHER_SCRIPTING_ERROR_USER_LOG; break; case gAECommandLineRenderer.EXIT_AERENDER_RUNTIME: real_code = gAECommandLineRenderer.EXIT_AERENDER_RUNTIME_USER_LOG; break; case gAECommandLineRenderer.EXIT_AE_RUNTIME: real_code = gAECommandLineRenderer.EXIT_AE_RUNTIME_USER_LOG; break; } } // Always keep the first error. So only set if the exitCode is still EXIT_OK. if (app.exitCode == gAECommandLineRenderer.EXIT_OK) { app.exitCode = real_code; } } // Arguments may be enclosed in quotes. This // will remove them and return the result. function my_StripAnyEnclosingQuotes(inString) { var result = inString; if (inString && inString.charAt(0) == '"' && inString.charAt(inString.length-1) == '"') { result = inString.substring(1,inString.length-1); } return result; } // Make sure the value is there, and returns it, stripping away any enclosing quotes. // function my_GetValueForFlag(arg_num, the_flag) { if (!this.inArgs[arg_num]) { this.SetExitCodeAndThrowException(this.EXIT_SYNTAX_ERROR, (this.MSG_UNDEFINED_VALUE_FOR_FLAG the_flag)); } return this.StripAnyEnclosingQuotes(this.inArgs[arg_num]); } // Parse the parameter. // Return the number of arguments used in parsing the parameter. function my_ParseParamStartingAt(arg_num) { if (!this.inArgs[arg_num]) { this.SetExitCodeAndThrowException(this.EXIT_AERENDER_RUNTIME, this.MSG_TRIED_TO_PARSE_UNDEFINED); } var num_args_parsed = 0; // Check for a valid flag: var my_flag = this.inArgs[arg_num]; if (my_flag == "-port") { // -port is used by aerender to specify a port address for a socket. // // Note: this value is sought/parsed earlier, in the SetupDefaultLog method. // We can just ignore here. var dummy = this.GetValueForFlag(arg_num 1,my_flag); num_args_parsed = 2; } if (my_flag == "-project") { this.in_project_path = this.GetValueForFlag(arg_num 1,my_flag); num_args_parsed = 2; } if (my_flag == "-teamproject") { this.in_teamproject_name = this.GetValueForFlag(arg_num 1,my_flag); num_args_parsed = 2; } if (my_flag == "-comp") { this.in_comp_name = this.GetValueForFlag(arg_num 1,my_flag); num_args_parsed = 2; } if (my_flag == "-rqindex") { this.in_rq_index = parseInt(this.GetValueForFlag(arg_num 1,my_flag)); num_args_parsed = 2; } if (my_flag == "-RStemplate") { this.in_RStemplate = this.GetValueForFlag(arg_num 1,my_flag); num_args_parsed = 2; } if (my_flag == "-OMtemplate") { this.in_OMtemplate = this.GetValueForFlag(arg_num 1,my_flag); num_args_parsed = 2; } if (my_flag == "-output") { this.in_output_path = this.GetValueForFlag(arg_num 1,my_flag); num_args_parsed = 2; } if (my_flag == "-log") { this.in_logfile_path = this.GetValueForFlag(arg_num 1,my_flag); num_args_parsed = 2; } if (my_flag == "-s") { this.in_start_frame = this.GetValueForFlag(arg_num 1,my_flag); num_args_parsed = 2; } if (my_flag == "-e") { this.in_end_frame = this.GetValueForFlag(arg_num 1,my_flag); num_args_parsed = 2; } if (my_flag == "-i") { this.in_increment = this.GetValueForFlag(arg_num 1,my_flag); num_args_parsed = 2; } if (my_flag == "-mem_usage") { this.in_image_cache_percent = this.GetValueForFlag(arg_num 1,my_flag); this.in_max_mem_percent = this.GetValueForFlag(arg_num 2,my_flag); num_args_parsed = 3; } if (my_flag == "-v") { this.in_verbose_flag = this.GetValueForFlag(arg_num 1,my_flag); num_args_parsed = 2; } if (my_flag == "-close") { this.in_close_flag = this.GetValueForFlag(arg_num 1,my_flag); num_args_parsed = 2; } if (my_flag == "-sound") { this.in_sound_flag = this.GetValueForFlag(arg_num 1,my_flag); num_args_parsed = 2; } if (my_flag == "-doSavePrefsOnQuit") { // The effect of this flag will be taken into account when we // exit the app. See comment in the "finally" block. // All we do here is increment the num_args_parsed count. num_args_parsed = 1; } if (my_flag == "-continueOnMissingFootage") { this.in_stop_on_missing_frame = false; num_args_parsed = 1; } if (num_args_parsed == 0) { this.SetExitCodeAndThrowException(this.EXIT_SYNTAX_ERROR, (this.MSG_BAD_FLAG my_flag)); } return num_args_parsed; } // This parses the inArgs array. Assumes // the array has already been filled. function my_ParseInArgs() { // First, undefine all the inputs we're potentially looking for this.in_project_path = null; this.in_teamproject_name = null; this.in_comp_name = null; this.in_rq_index = null; this.in_RStemplate = null; this.in_OMtemplate = null; this.in_output_path = null; this.in_logfile_path = null; this.in_start_frame = null; this.in_end_frame = null; this.in_increment = null; this.in_image_cache_percent = null; this.in_max_mem_percent = null; this.in_verbose_flag = null; this.in_close_flag = null; this.in_sound_flag = null; // Special case: check if any argument is "-help" for (var i = 0; i < this.inArgs.length; i ) { if (this.inArgs[i] == "-help") { this.SetExitCodeAndThrowException(this.EXIT_SHOW_USAGE, this.MSG_SHOW_USAGE); } } var arg_num = 0; while (arg_num < this.inArgs.length) { // ParseParamStartingAt returns the number of arguments used up parsing the param. arg_num = this.ParseParamStartingAt(arg_num); } } // This arg is treated differently than others because it's extra important // that we exit properly in the face of anything that might go wrong even // during initialization. So we don't parse the standard way, we check this // before exit... function my_IsSavePrefsArgGiven(arglist) { return this.IsInArray("-doSavePrefsOnQuit", arglist); } // Returns true if the item equals an item in the array, false if otherwise. function my_IsInArray(needle, haystack) { result = false; for (var i = 0; i < haystack.length; i ) { if (needle == haystack[i]) { result = true; break; } } return result; } function my_SetupDefaultLog(arg_list) { this.has_user_log_file = false; // Clean up after a potentially bad exit last time: if (this.log_file && this.log_file != null) { this.log_file.close(); this.log_file = null; } // Open the socket. // It is used: // [a] to log errors if there is no user-specified log file (specified with a "-log" arg) // [b] to log errors encountered while opening any user-specified log file. // See if a -port argument was passed: this.log_file = null; for (var i = 0; i < arg_list.length; i ) { if (arg_list[i] == "-port") { if (arg_list.length > i 1) { // The argument value is the port address this.in_port_address = arg_list[i 1]; // Yes, the log_file variable is being used to hold a socket. this.log_file = new Socket(); // cprosser [26961] // could possibly use ISO-8856-1 for non japanese systems, // but I am going for small changes now. // and again cprosser 8/8/2005 [33884] // CP_OEMCP means use the OEM code page, the default // for the console. // alas, it doens't understand that so we are hardcoding // codepage 850. Not the default on windows for US systems // but should be the default on european systems and will // get the high ascii correct. // Search for chcp at microsoft for info on changing // the console. // on the mac, leave as binary var encoding_string = "binary"; if (system.osName.search("Windows") != -1) { encoding_string = "WINDOWS-850"; //encoding_string = "CP_OEMCP"; } if (app.language == Language.JAPANESE) { encoding_string = "Shift-JIS"; } if (app.isoLanguage == "ko_KR") { encoding_string = "EUC-KR"; } if (!this.log_file.open(this.in_port_address,encoding_string)) { this.log_file = null; this.SetExitCodeAndThrowException(this.EXIT_CANNOT_OPEN_SOCKET, this.MSG_CAN_NOT_OPEN_SOCKET); } } } } this.is_verbose_mode = true; } function my_CleanupDefaultLog() { // Close the log file if (this.log_file != null) { this.log_file.close(); this.log_file = null; } } // This is the external entry point. // Bat files or executables may call this method. // // This function assumes that it has been passed all the arguments. // It parses the arguments and then renders. function my_Render() { app.beginSuppressDialogs(); if(checkParentDied()) { return; } try { this.SetupDefaultLog(my_Render.arguments); // start by assuming successful execution, exit code 0. app.exitCode = 0; // Check number of arguments if (!my_Render.arguments || my_Render.arguments.length == 0) { this.SetExitCodeAndThrowException(this.EXIT_SHOW_USAGE, this.MSG_SHOW_USAGE); } var numArgs = my_Render.arguments.length; // Allocate the array of arguments: this.inArgs = new Array(numArgs); // Load the input arguments into the inArgs array. for (var i = 0; i < numArgs; i ) { this.inArgs[i] = my_Render.arguments[i]; } // Parse the arguments, and render this.ParseInArgs(); if(checkParentDied()) { return; } this.ReallyRender(); } catch(error) { // Add any errors to the log file. if (this.log_file != null) { this.log_file.writeln("aerender " error.toString()); } this.SetExitCode(this.EXIT_AE_RUNTIME); } finally { // This arg is treated differently than others because it's extra important // that we exit properly in the face of anything that might go wrong even // during initialization. So we don't parse the standard way, we check this // before exit... app.setSavePreferencesOnQuit(this.IsSavePrefsArgGiven(my_Render.arguments)); this.CleanupDefaultLog(); app.endSuppressDialogs(false); app.reportErrorOnMissingFrame = false; } } function my_ReallyRender() { this.saved_sound_setting = null; app.reportErrorOnMissingFrame = this.in_stop_on_missing_frame; try { // While rendering we'll report errors to the log file. if (app.onError == this.onError) { // If the previous error handler is just this one, don't store it. // That can happen in extreme cases where this script does not get a // chance to clean up and put back the oldErrorHandler when it's done. this.oldErrorHandler = null; } else { this.oldErrorHandler = app.onError; } app.onError = this.onError; // Open the user log file, if specified, and use it instead of the socket. if (this.in_logfile_path) { // Keep the socket open; errors we encounter while opening the // user log file will be logged to the socket. var user_log_file = new File(this.in_logfile_path); var parent_dir = user_log_file.parent; if (!parent_dir.exists) { if (this.log_file) { this.log_file.writeln(this.MSG_LOG_DIR_NO_EXISTS this.in_logfile_path); } this.SetExitCodeAndThrowException(this.EXIT_AE_RUNTIME, this.MSG_AE_RUNTIME); } var test_folder = Folder(parent_dir); if (!(test_folder instanceof Folder)) { if (this.log_file) { this.log_file.writeln(this.MSG_LOG_DIR_NOT_A_DIR this.in_logfile_path); } this.SetExitCodeAndThrowException(this.EXIT_AE_RUNTIME, this.MSG_AE_RUNTIME); } if (!user_log_file.open("w",'TEXT','ttxt')) { if (this.log_file) { this.log_file.writeln(this.MSG_LOG_CAN_NOT_OPEN this.in_logfile_path); } this.SetExitCodeAndThrowException(this.EXIT_AE_RUNTIME, this.MSG_AE_RUNTIME); } // no errors were encountered opening the file. // Close the socket and use this one instead. if (this.log_file != null) { this.log_file.close(); } this.log_file = user_log_file; // which is still open this.has_user_log_file = true; } if (this.in_verbose_flag) { if (this.in_verbose_flag == "ERRORS") { this.is_verbose_mode = false; } else if (this.in_verbose_flag == "ERRORS_AND_PROGRESS") { this.is_verbose_mode = true; } else { this.SetExitCodeAndThrowException(this.EXIT_SYNTAX_ERROR, this.MSG_BAD_VERBOSE_FLAG); } } if (this.in_close_flag) { if (this.in_close_flag != "DO_NOT_CLOSE" && this.in_close_flag != "DO_NOT_SAVE_CHANGES" && this.in_close_flag != "SAVE_CHANGES") { this.SetExitCodeAndThrowException(this.EXIT_SYNTAX_ERROR, this.MSG_BAD_CLOSE_FLAG); } } if (this.in_sound_flag) { if (this.in_sound_flag != "ON" && this.in_sound_flag != "OFF" && this.in_sound_flag != "on" && this.in_sound_flag != "off") { this.SetExitCodeAndThrowException(this.EXIT_SYNTAX_ERROR, this.MSG_BAD_SOUND_FLAG); } } // Set the memory usage, if specified as an argument. if (this.in_image_cache_percent && this.in_max_mem_percent) { app.setMemoryUsageLimits(this.in_image_cache_percent, this.in_max_mem_percent); } // If the user provided a project, close the current project and open the project specified. // Else, leave the current project open. if (this.in_project_path) { // Close the current project if (app.project != null) { app.project.close(CloseOptions.DO_NOT_SAVE_CHANGES); } // Open the specified project: var proj_file = new File(this.in_project_path); app.openFast(proj_file); } if (!app.project) { this.SetExitCodeAndThrowException(this.EXIT_AERENDER_RUNTIME, this.MSG_NO_PROJECT); } // If the user provided a teamproject, close the current project and open the teamproject specified. // Else, leave the current project open. if (this.in_teamproject_name) { // Close the current project if (app.project != null) { app.project.close(CloseOptions.DO_NOT_SAVE_CHANGES); } // Open the specified team project: app.openTeamProject(this.in_teamproject_name); } if (!app.project) { this.SetExitCodeAndThrowException(this.EXIT_AERENDER_RUNTIME, this.MSG_NO_PROJECT); } // Get the RenderQueueItem for the specified comp, if specified. var rqi = null; if (this.in_comp_name) { rqi = this.GetFirstQueuedRQItemWithName(this.in_comp_name); } else if (this.in_rq_index != null) { this.log_file.writeln("rqindex " this.in_rq_index "num " app.project.renderQueue.numItems); if (this.in_rq_index >= 1 && this.in_rq_index <= app.project.renderQueue.numItems) { rqi = app.project.renderQueue.item(this.in_rq_index); } else { this.SetExitCodeAndThrowException(this.EXIT_AERENDER_RUNTIME, this.MSG_RQINDEX_NOT_FOUND); } } if (this.in_comp_name && !rqi) { // Try to find the comp in the project and add to the render queue: rqi = this.AddCompToRenderQueue(this.in_comp_name); if (rqi) { if (this.log_file != null) { this.log_file.writeln(this.MSG_ADDING_TO_RQ); } } else { this.SetExitCodeAndThrowException(this.EXIT_AERENDER_RUNTIME, this.MSG_COMP_NOT_FOUND); } } // Apply the templates, if provided if (this.in_RStemplate) { if (!rqi) { if (this.log_file != null) { this.log_file.writeln(this.MSG_NO_COMP_YES_TEMPLATE); } } else { if (!this.IsInArray(this.in_RStemplate, rqi.templates)) { this.SetExitCodeAndThrowException(this.EXIT_AERENDER_RUNTIME, this.MSG_RS_TEMPLATE_NOT_FOUND); } rqi.applyTemplate(this.in_RStemplate); } } if (this.in_OMtemplate) { if (!rqi) { if (this.log_file != null) { this.log_file.writeln(this.MSG_NO_COMP_YES_OMTEMPLATE); } } else { if (!this.IsInArray(this.in_OMtemplate, rqi.outputModule(1).templates)) { this.SetExitCodeAndThrowException(this.EXIT_AERENDER_RUNTIME, this.MSG_OM_TEMPLATE_NOT_FOUND); } rqi.outputModule(1).applyTemplate(this.in_OMtemplate); } } // If a comp was specified, make it the only one to render. // If none was provided, leave everything alone so render queue renders as is. if (rqi) { this.EstablishAsOnlyQueuedItem(rqi); } if (rqi) { // If the user provided a path, set the output path on rqi's OutputModule if (rqi.status == RQItemStatus.NEEDS_OUTPUT && !this.in_output_path) { this.SetExitCodeAndThrowException(this.EXIT_AERENDER_RUNTIME, this.MSG_NEEDS_OUTPUT); } if (this.in_output_path) { var om = rqi.outputModule(1); om.file = new File(this.in_output_path); } } else { if (this.in_output_path) { if (this.log_file != null) { this.log_file.writeln(this.MSG_NO_COMP_YES_OUTPUT); } } } // Set the start and end frames. if (this.in_start_frame || this.in_end_frame) { if (!rqi) { if (this.log_file != null) { this.log_file.writeln(this.MSG_NO_COMP_YES_START_OR_END); } } else { // Render times are stored as timeSpanStart and timeSpanDuration. // Setting only the timeSpanStart will not change the timeSpanDuration and // so will move the end time, but we want the end time unchanged if // it was not specified. // So we must calculate both start_time and end_time, // then set both timeSpanStart and timeSpanDuration. // Note: frameDuration is stored in the comp. var start_time = rqi.timeSpanStart; var end_time = rqi.timeSpanStart rqi.timeSpanDuration; if (this.in_start_frame) { start_time = -rqi.comp.displayStartTime ((parseInt(this.in_start_frame,10) - app.project.displayStartFrame) * rqi.comp.frameDuration); } if (this.in_end_frame) { // The way AE works, final frame is not included. // But aerender wants final frame included. // So, just add 1 to end frame right here before setting // duration for AE: // Note: must call parseInt() here, or the 1 will be added as if it // were a string. For example, 35 would become 351, not 36. Hoo boy! var end_frame_plus_one = parseInt(this.in_end_frame,10) 1.0 - app.project.displayStartFrame; end_time = -rqi.comp.displayStartTime (end_frame_plus_one * rqi.comp.frameDuration); } rqi.timeSpanStart = start_time; rqi.timeSpanDuration = end_time - start_time; } } // Set the skipFrames (based on increment). if (this.in_increment) { if (this.in_increment < 1 || this.in_increment > 100) { this.SetExitCodeAndThrowException(this.EXIT_SYNTAX_ERROR, this.MSG_BAD_INCREMENT); } if (!rqi) { if (this.log_file != null) { this.log_file.writeln(this.MSG_NO_COMP_YES_INCREMENT); } } else { // Set the skipFrames based on the increment. // // Increment as defined here is one greater then the // the render queue item's skipFrames. // skipFrames 0 is the same as increment of 1. // rqi.skipFrames = (this.in_increment - 1); } } // If we are in verbose mode, set the log type to ERRORS_AND_PER_FRAME_INFO // for all RQ items we are about to render. if (this.is_verbose_mode) { this.SetLogPerFrameInfoInRQ(); } this.SaveAndSetRenderSoundSetting(); // Render! // true skips the recursive check for footage files // and will only check the one's used if(checkParentDied()) { return; } app.project.renderQueue.render(true); } catch(error) { // Add any errors to the log file. if (this.log_file != null) { this.log_file.writeln("aerender " error.toString()); } // It's possible that errors were encountered while trying to render. // Stop the render if in progress for a clean exit from the application. if (app.project && app.project.renderQueue && app.project.renderQueue.rendering) { // This will prevent the message "render stopped by user" from showing up... app.onError = null; app.project.renderQueue.stopRendering(); // This will print a better message: if (this.log_file != null) { this.log_file.writeln(this.MSG_RENDER_ABORTED); } app.onError = this.onError; } this.SetExitCode(this.EXIT_AE_RUNTIME); } finally { // Close the project. this.CloseProjectIfDesired(); // Put back the old error handler app.onError = this.oldErrorHandler; // Restore the setting for hearing the render-done sound. this.RestoreRenderSoundSetting() } } // Returns the first item on the render queue that: // [a] contains a comp named comp_name // [b] has a render status of QUEUED or UNQUEUED or NEEDS_OUTPUT // Note that if the status is NEEDS_OUTPUT, one better be provided or // an error will result. // // If not found, returns null. // function my_GetFirstQueuedRQItemWithName(comp_name) { var result = null; var rq = app.project.renderQueue; if (rq && rq.numItems > 0) { var cur_item; // the items are indexed from 1 to numItems. for (var i = 1; i <= rq.numItems; i ) { cur_item = rq.item(i); if (cur_item.comp.name == comp_name && cur_item.status == RQItemStatus.WILL_CONTINUE) { if (this.log_file != null) { this.log_file.writeln(this.MSG_SKIPPING_WILL_CONTINUE); } } if (cur_item.comp.name == comp_name && (cur_item.status == RQItemStatus.QUEUED || // pmi 9/24/03 -- do not render unqueued items. Let a new // one be added instead. // cur_item.status == RQItemStatus.UNQUEUED || cur_item.status == RQItemStatus.NEEDS_OUTPUT)) { // We found it! result = cur_item; break; } } } return result; } // Find a comp with the given name, and adds it to the render queue. // Returns the newly added render queue item // // If not found, returns null. // function my_AddCompToRenderQueue(comp_name) { var result = null; // Get the comp with the name we are after var cur_item; var desired_comp = null; // the items in the project are indexed from 1 to numItems for (var i = 1; i <= app.project.numItems; i ) { cur_item = app.project.item(i); if (cur_item instanceof CompItem && cur_item.name == comp_name) { desired_comp = cur_item; break; } } // Add the desired_comp to the render queue. The add() method // returns the new render queue item. if (desired_comp) { result = app.project.renderQueue.items.add(desired_comp); } return result; } // Sets the render flag on all RenderQueueItems other than rqi to false, // function my_EstablishAsOnlyQueuedItem(rqi) { var rq = app.project.renderQueue; if (rq && rq.numItems > 0) { var cur_item; // the items are indexed from 1 to numItems. for (var i = 1; i <= rq.numItems; i ) { cur_item = rq.item(i); if (cur_item == rqi) { cur_item.render = true; } else { // You can only change the render flag when these are the current status value: if (cur_item.status == RQItemStatus.QUEUED || cur_item.status == RQItemStatus.UNQUEUED || cur_item.status == RQItemStatus.NEEDS_OUTPUT || cur_item.status == RQItemStatus.WILL_CONTINUE) { cur_item.render = false; } } } } } // Sets the log type to be ERRORS_AND_PER_FRAME_INFO for all items that are going to render. // function my_SetLogPerFrameInfoInRQ() { var rq = app.project.renderQueue; if (rq && rq.numItems > 0) { var cur_item; // the items are indexed from 1 to numItems. for (var i = 1; i <= rq.numItems; i ) { cur_item = rq.item(i); if (cur_item.render == true) { if (cur_item.status != RQItemStatus.USER_STOPPED && cur_item.status != RQItemStatus.ERR_STOPPED && cur_item.status != RQItemStatus.RENDERING && cur_item.status != RQItemStatus.DONE) { cur_item.logType = LogType.ERRORS_AND_PER_FRAME_INFO; } } } } } // Closes the project if the close flag specifies to do so // function my_CloseProjectIfDesired() { if (app.project) { // Close the project we just used, if desired if (!this.in_close_flag || this.in_close_flag == "DO_NOT_SAVE_CHANGES") { // If no flag provided, this is the default. app.project.close(CloseOptions.DO_NOT_SAVE_CHANGES); } else { if (this.in_close_flag == "SAVE_CHANGES") { app.project.close(CloseOptions.SAVE_CHANGES); } // otherwise, flag is DO_NOT_CLOSE, so we do nothing. } } } function my_SaveAndSetRenderSoundSetting() { // Save the current setting for hearing the render-done sound, we'll restore it later. if (app.preferences.havePref("Misc Section", "Play sound when render finishes", PREFType.PREF_Type_MACHINE_INDEPENDENT)) { // Get the current value if the pref exists. this.saved_sound_setting = app.preferences.getPrefAsLong("Misc Section", "Play sound when render finishes", PREFType.PREF_Type_MACHINE_INDEPENDENT); } else { // default is to play the sound, value of 1. // Use this if the pref does not yet exist. this.saved_sound_setting = 1; } // Set the setting for hearing the render-done sound, based on the input, default is off. this.my_sound_setting = 0; // 0 is off if (this.in_sound_flag && (this.in_sound_flag == "ON" || this.in_sound_flag == "on")) { this.my_sound_setting = 1; // 1 is on } app.preferences.savePrefAsLong("Misc Section", "Play sound when render finishes", this.my_sound_setting, PREFType.PREF_Type_MACHINE_INDEPENDENT); } function my_RestoreRenderSoundSetting() { if (this.saved_sound_setting) { app.preferences.savePrefAsLong("Misc Section", "Play sound when render finishes", this.saved_sound_setting, PREFType.PREF_Type_MACHINE_INDEPENDENT); } } // [3] assign all the functions to be method-type attributes. // this.onError = my_onError; this.SetExitCodeAndThrowException = my_SetExitCodeAndThrowException; this.SetExitCode = my_SetExitCode; this.StripAnyEnclosingQuotes = my_StripAnyEnclosingQuotes; this.GetValueForFlag = my_GetValueForFlag; this.ParseParamStartingAt = my_ParseParamStartingAt; this.ParseInArgs = my_ParseInArgs; this.IsInArray = my_IsInArray; this.SetupDefaultLog = my_SetupDefaultLog; this.CleanupDefaultLog = my_CleanupDefaultLog; this.Render = my_Render; this.ReallyRender = my_ReallyRender; this.GetFirstQueuedRQItemWithName = my_GetFirstQueuedRQItemWithName; this.AddCompToRenderQueue = my_AddCompToRenderQueue; this.EstablishAsOnlyQueuedItem = my_EstablishAsOnlyQueuedItem; this.SetLogPerFrameInfoInRQ = my_SetLogPerFrameInfoInRQ; this.CloseProjectIfDesired = my_CloseProjectIfDesired; this.SaveAndSetRenderSoundSetting = my_SaveAndSetRenderSoundSetting; this.RestoreRenderSoundSetting = my_RestoreRenderSoundSetting; this.IsSavePrefsArgGiven = my_IsSavePrefsArgGiven; } var gAECommandLineRenderer = new AECommandLineRenderer();


,

免责声明:本文仅代表文章作者的个人观点,与本站无关。其原创性、真实性以及文中陈述文字和内容未经本站证实,对本文以及其中全部或者部分内容文字的真实性、完整性和原创性本站不作任何保证或承诺,请读者仅作参考,并自行核实相关内容。文章投诉邮箱:anhduc.ph@yahoo.com

    分享
    投诉
    首页