After Effects CC 2017 (14.0) includes new scripting access to tools, composition markers, the Queue In AME command, and GPU acceleration options.
The documentation and sample code below explains how to use this new functionality. We plan to post this to our blog, later in November as a part of series of in-depth articles about the new features in After Effects CC 2017, but we heard enough interest today that we thought you might appreciate seeing this sooner.
(Please pardon any formatting errors that may have occurred when pasting the sample code into this forum. I did my best to clean it up.)
Scripting Access to Tools
You can now get and set the active tool in the Tools panel using the new
app.project.toolType attribute. This read/write attribute returns or accepts an enumerated ToolType value, of one of the following:
Unified Camera Tool
Orbit Camera Tool
Track XY Camera Tool
Track Z Camera Tool
Clone Stamp Tool
Pan Behind (Anchor Point) Tool
Rounded Rectangle Tool
Horizontal Type Tool
Vertical Type Tool
Mask Feather Tool
Add Vertex Tool
Delete Vertex Tool
Convert Vertex Tool
Puppet Pin Tool
Puppet Starch Tool
Puppet Overlap Tool
Roto Brush Tool
Refine Edge Tool
The following sample code checks the current tool, and if it is not the Unified Camera Tool, sets the current tool to that:
// Check the current tool, then set it to Unified Camera Tool (UCT).
The following sample code uses the new
app.project.toolType attribute to create a 360° composition (environment layer and camera) from a selected footage item or composition selected in the Project panel. This script a good starting point for building VR compositions from equirectangular footage:
// Create a 360 VR comp from a footage item or comp selected in the Project panel.
Scripting Access to Composition Markers
Composition markers can now be created and modified via the new
comp.markerProperty attribute. Composition marker scripting has the same functionality as layer markers.
The following sample code creates a project and composition, then creates two composition markers with different properties:
// comp.markerProperty allows you add markers to a comp.
Scripting Access to Queue in AME
The Queue In AME command, introduced in After Effects CC 2015.3 (13.8), can now be triggered via scripting. This requires Adobe Media Encoder CC 2017 (11.0) or later.
The new method
app.project.renderQueue.queueInAME(render_immediately_in_AME) calls the Queue In AME command. This method requires passing a boolean value, telling AME whether to only queue the render items (false) or if AME should also start processing its queue (true).
Note that when AME receives the queued items, it applies the most recently used encoding preset. If
render_immediately_in_AME is set to true, you will not have an opportunity to change the encoding settings.
The new read-only boolean attribute
app.project.renderQueue.canQueueInAME indicates whether or not there are queued render items in the After Effects render queue. Only queued items can be added to the AME queue.
The following sample code checks to see if there are queued items in the render queue, and if so queues them in AME but does not immediately start rendering:
// Scripting support for Queue in AME.
Scripting Access to Available GPU Acceleration Options
You can now use scripting to request which GPU acceleration types are available on the current computer. The new read-only attribute
app.availableGPUAccelTypes returns an array of
Use this in conjunction with
app.project.gpuAccelType to set the value for Project Settings > Video Rendering and Effects > Use.
The following sample code checks the current computer's available GPU acceleration types, and sets it to Metal if available:
// app.availableGPUAccelTypes returns GPU acceleration types available on the current system.