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Scripting in Premiere CS6

May 9, 2013 4:05 AM

Tags: #scripting

I think i know the answer but i've seen some searches that suggest it is possible and i can see PPro as a target in ExtendScript

 

Can i script PPro CS6? Is there a scripting guide like there is for After Effects?

 

If not, are there any known plans to add this?

 

many thanks
Paul

 
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    May 9, 2013 7:24 AM   in reply to paulinventome
     
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    May 9, 2013 11:18 AM   in reply to paulinventome

    Sorry; lost my reply - argh.

     

    Good question; I have seen nothing regarding scripting support in PR CC. It is not officially supported, but, as you appear to have seen, there is something in the structure that looks like it is possible. But no manual.

     

    SDK is different from extendscript.

     
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    May 9, 2013 12:08 PM   in reply to Stan Jones

    Stan and John are both right - the plug-in SDK is different than ExtendScript.  But since there is no scripting subforum, the SDK subforum is a better place to ask about scripting at this time.  I'll move your thread over.

     
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    May 9, 2013 5:04 PM   in reply to paulinventome

    Yes, it's supported but for some reason it's not mentioned on the Adobe site. If you launch Premiere it will show a list of objects and methods in the data browser. I'm not aware of any documentation but I got most of them to work by guessing the syntax.

     
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    May 10, 2013 11:37 AM   in reply to paulinventome

    You're not missing anything, Paul; there are no docs.

     

    There is also no API around RelinkFootage(); yes, the feature has already requested.

     

    Several partners accomplish what you've described, like this:

     

    • Editor completes their edit, using lo-res footage.
    • Editor exports FCP XML for the project (new in PPro CC: you can export just the active sequence as FCP XML.)
    • "Munge" the FCP XML using some custom tool, replacing file paths to lo-res with paths to hi-res. IMPORTANT: The lo-res and hi-res footage must be using the same audio channel configuration, or you'll get off-line clips.
    • Import the 'final' FCP XML (footage paths point to hi-res)
    • Render the 'final' project.

     

    All of the above, except the custom munging (your job!) and exporting, are possible via PPro CC (and, with the limitations noted above, CS6) scripting.

     

    Our MAM partners typically write a custom panel (which can also execute scripts) to provide interaction with their managed assets, and communicate with an Export Controller plug-in (there's a sample in the PPro C++ SDK) to drive the Render stage.

     

    Of course, one of PPro's strengths is how it deals well with the heaviest of footage types, withOUT needing proxies, so I'd start by assessing whether PPro CC is performant enough with native footage, before bothering with the above.

     

    Feel free to ask me stuff here, and/or write me directly to discuss your workflow further.

     
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    May 10, 2013 1:48 PM   in reply to bbb_999

    One caveat is that FCP XML is not a full representation of a Premiere Pro project and some elements may not roundtrip correctly. I have also had issues in CS6 with roundtripping a project with lots of Dynamic Linked After Effects clips where Premiere tries to display an import dialog for every single clip at the same time which causes a crash. I have not tested this in CC yet so I don't know if it's still a problem.

     
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    May 10, 2013 1:53 PM   in reply to Jon Chappell

    Jon is correct, and FCP XML fidelity in PPro CC remains the same.

     

    Paul, what's the native, full-res format, for which you're using proxies?

     
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    May 11, 2013 9:26 AM   in reply to paulinventome

    I've never tested this in Premiere but you may be able to create QuickTime reference movies. This will create a QuickTime wrapper that references the existing files on disk so you don't need to re-encode anything, and then you can just relink to the QuickTime wrappers. This is how RED creates QuickTime proxies for their R3D files.

     
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    May 14, 2013 1:18 PM   in reply to paulinventome

    Hi Paul,

     

    Here's the feature request/bug report link:

    http://www.adobe.com/go/wish

     
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