Merge branch 'main' into worktree-agent-a758de7c5b6efcc3d

# Conflicts:
#	crates/effects/src/lib.rs
#	crates/render/src/lib.rs
#	docs/parity.md
This commit is contained in:
Brandon Thomas
2026-10-02 21:48:49 -04:00
77 changed files with 9531 additions and 75 deletions
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@@ -100,6 +100,52 @@ effectcraft-cli run clip.ecproj track.motion '{"layer":"#2"}' \
track.analyze '{"wait":true}' track.apply '{}' --save
```
### Mask tracking and Mask Interpolation
`track.mask` follows the pixels inside a mask and keys its Mask Path on every frame (vertices and
tangents move with the fitted motion). `method` is `position`, `positionScale`,
`positionScaleRotation` (the default, also kept as the Tracker panel's Method), `positionScaleRotationSkew`
or `perspective`; `direction` is `forward|backward|frameForward|frameBackward` from the current
time (or `start` / `end` in seconds). Like `track.analyze` it runs in the background in the app
(progress in `track.status` under `mask`, `track.stop` cancels and keeps what was tracked) and is
one undo step; `"wait": true` blocks.
`mask.interpolate` (Window ▸ Mask Interpolation ▸ Apply) adds in-between Mask Path keys between
each pair of selected Mask Path keys (or the existing keys at `times`, in seconds), giving both
ends the same vertex count with a matched correspondence. Options: `keyframeRate` (number or
`"auto"` = the comp rate), `keyframeFields`, `linearVertexPaths`, `bendingResistance`, `quality`,
`addVertices` (number or `false`) with `addVerticesUnit` `pixels|total|percent`, `matchingMethod`
`auto|curve|polyline`, `oneToOne`, `firstVerticesMatch`. `mask.interpolationOptions` sets the
panel's defaults.
```sh
effectcraft-cli exec track.mask '{"layer":"#2","mask":1,"method":"perspective","wait":true}' clip.ecproj --save
effectcraft-cli exec mask.interpolate '{"layer":"#2","mask":"Mask 1","times":[0,2],"addVertices":10}' clip.ecproj --save --json
```
### Warp Stabilizer
Effect ▸ Distort ▸ Warp Stabilizer (`effect.apply {"effect":"Warp Stabilizer"}`), Animation ▸ Warp
Stabilizer VFX and the Tracker panel's button (`track.warpStabilizer`, which applies the effect and
starts analysing) stabilize a layer. `warp.analyze {layer?, effect?, wait?}` analyses every frame
between the layer's In and Out points in the background ("Analyzing in background (step 1 of 2)",
then "Stabilizing..."; `warp.status` reports `progress`, `banner`, whether the effect is
`analyzed`, and the current frame's `warp` matrix, `autoScale` and `crop`); `warp.cancel` stops it
without writing anything. The analysis is stored in the effect (saved with the project) and is
one undo step; trimming, slipping, time-remapping or replacing the layer's source clears it and
the app re-analyses automatically (headless: run `warp.analyze` again). Settings are ordinary
properties under the instance's groups, e.g. `effects/#1/stabilization/result` (0 Smooth Motion,
1 No Motion), `effects/#1/stabilization/smoothness`, `effects/#1/stabilization/method`,
`effects/#1/borders/framing` (0 Stabilize Only … 3 Stabilize, Synthesize Edges),
`effects/#1/borders/autoScale/maximumScale`, `effects/#1/advanced/showTrackPoints`.
```sh
effectcraft-cli run shaky.ecproj track.warpStabilizer '{"layer":"#1","wait":true}' \
prop.set '{"layer":"#1","path":"effects/#1/stabilization/result","value":1}' --save
effectcraft-cli exec warp.analyze '{"layer":"#1","wait":true}' shaky.ecproj --save --json
effectcraft-cli exec warp.status '{"layer":"#1"}' shaky.ecproj --json
```
### Text: styles and editing
Source Text holds character style runs and per-paragraph settings. `layer.setText` changes the
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@@ -22,6 +22,7 @@ cpal or muda. Everything in L0 to L4, the egui UI and the web app also build for
| L2 | `project` | The document: items, compositions, layers, the property tree, render queue model, `.ecproj` serde |
| L2 | `text` | Fonts, shaping, layout, per-glyph geometry, text animators and selectors |
| L2 | `effects` | The effect registry (241 effects) and their CPU implementations |
| L2 | `model` | 3D models for Advanced 3D: glTF 2.0 (`.gltf`/`.glb`) and OBJ/MTL import (meshes, PBR metallic-roughness materials and textures, node hierarchy, skins, animations), parametric primitives, extruded/bevelled outline meshes and polygon triangulation |
| L2 | `track` | Motion tracking: feature/search region point tracking (pyramid normalized cross-correlation, Lucas–Kanade sub-pixel refinement), confidence, homography/affine/similarity solves |
| L3 | `render` | Evaluation and compositing: sources, masks, effects, transforms, 3D, motion blur, mattes, blending, layer cache, audio mixdown |
| L3 | `media` | Footage decoding (FilmCraft's pure-Rust codecs), image sequences, frame cache |
@@ -68,7 +69,35 @@ the **source** (solid, footage frame, text, shape contents, or a nested comp), a
then **effects** in order, then **layer styles**, then the **transform** into comp space (with motion blur sub-samples
when enabled), the **track matte**, and finally **blends** into the accumulator. Adjustment layers
apply their effects to the accumulator. Runs of 3D layers are composited per pixel through the
active camera, with lights, shadows and depth of field.
active camera, with lights, shadows and depth of field (Classic 3D), or rasterised as meshes by
the Advanced 3D renderer (below).
**Advanced 3D** (Composition Settings ▸ 3D Renderer ▸ Advanced 3D, `comp.renderer`;
`crates/render/src/three_d/adv`, `crates/model`). A run of 3D layers becomes one scene of
world-space triangles: 3D model layers (glTF 2.0 / OBJ footage, mapped from +Y-up model units
into the layer by Geometry Options ▸ Model Scale; skins and animation clips played along layer
time), primitive layers (Layer ▸ New ▸ Cube/Sphere/Plane/Torus/Cone/Cylinder, parametric in
Geometry Options), text and shape layers with Geometry Options ▸ Extrusion Depth (glyph and
fill outlines flattened, triangulated with holes and extruded with Angular/Concave/Convex
bevels, per character so per-character 3D carries over), and a textured card for every other
3D layer. Shading is physically based in linear light (glTF metallic-roughness; Cook–Torrance
GGX specular, Smith–Schlick geometry, Schlick Fresnel, Lambert diffuse, after Karis 2013):
parallel, spot and point lights with After Effects' falloffs, ambient lights, image-based
light from an Environment light whose Source (or the comp's Environment Layer, Layer ▸
Environment Layer) is an equirectangular image (cosine irradiance map; roughness-indexed mip
chain with the split-sum environment BRDF fit), and percentage-closer-filtered shadow maps
(spot: perspective, parallel: orthographic over the scene, point: six cube faces). Cards keep
Material Options (Accepts Lights/Shadows, Casts Shadows On/Only, Ambient, Diffuse, Specular);
models and primitives add Base Color, Metallic, Roughness, Emissive. Rasterisation runs at 2×2
supersampling with a reversed-Z depth buffer; opaque triangles resolve visibility first, the
transparent ones are sorted back to front and blended. The software rasteriser
(`adv::raster`) is the reference and the headless/CI path; `effectcraft-gpu` implements
`Accelerator::raster_3d` with a wgpu render pipeline (`advanced3d.wgsl`) that repeats the
shading step for step, and tests compare the two. Resolve, depth of field (a gather blur by
each pixel's circle of confusion from the camera's Depth of Field settings) and the conversion
back to the working encoding run on the CPU for both. Not yet: motion blur, track mattes and
blend modes inside an Advanced 3D run, collapsed 3D precomps (drawn flattened), morph targets,
extruded strokes.
A **layer cache** keeps each layer's finished pixels (source, masks and effects) keyed by a hash of
its evaluated inputs, excluding the transform. Static and transform-only layers render once;
@@ -158,6 +187,24 @@ queue; blocking with `wait`), and `effectcraft-track` matches each point in para
covers an analysis. `track.apply` keys the target's Position/Rotation/Scale, the tracked layer's
Anchor Point and Position (Stabilize), or a Corner Pin effect (Parallel / Perspective).
**Mask tracking** (`track.mask`, `engine::mask_track`) runs the same kind of background job over
the layer's source frames: `effectcraft-track`'s mask tracker detects features inside the mask,
tracks them with pyramidal Lucas–Kanade and fits the chosen model (position … perspective) with
RANSAC; the motion moves the Mask Path's vertices and tangents and is keyed per frame. **Mask
Interpolation** (`mask.interpolate`) uses `effectcraft-path`'s smart interpolation (arc-length
vertex insertion, shape-context matching, rigid in-betweens) to key in-between shapes.
**Warp Stabilizer** (`effects::warp_stab`, `engine::warp`): `warp.analyze` renders the layer's
input to the effect (`Renderer::layer_input`: source, masks and the effects above it) for every
frame on a background thread and stores `effectcraft-track`'s `WarpAnalysis` (per-frame
translation / similarity / homography fits) as JSON in the effect's hidden Analysis parameter,
with a key of the layer's source, In/Out, start, stretch and Time Remap. `Session::edit` clears
analyses whose key no longer matches and queues them; the desktop app re-analyses them in the
background. Rendering derives the stabilization plan (smoothed camera path or No Motion, framing,
auto-scale; cached per analysis and settings) and warps each frame; Synthesize Edges fills the
borders from neighbouring frames read with `EffectHost::self_at`. The effect lives in the
effects crate, hence the `effects → track` edge.
## 5. Expressions
Expressions are JavaScript, run by boa, with After Effects' object model (`thisComp`, `thisLayer`,
+9 -9
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@@ -15,7 +15,7 @@ rendered, does not count as done.
| P1 (professional daily use) | ≈ 38% |
| P2 (long tail) | ≈ 17% |
| Features done / partial / missing | 18 / 60 / 14 of 92 |
| **Effects** | **296 of 298** After Effects 2026 effects by name (99%, after M9.11; was 257); the two left are Warp Stabilizer and the 3D Camera Tracker |
| **Effects** | **297 of 298** After Effects 2026 effects by name (99.7%, after M9.11 and Warp Stabilizer; was 257); only the 3D Camera Tracker is left |
| Remaining work | ≈ **167 agent-hours** (139 h of features + ≈ 20% for 1:1 polish against After Effects) |
| Wall-clock estimate | ≈ **42–50 hours** with five agents working in parallel and one integrating; ≈ 31–35 h for P0 + P1 only |
@@ -74,7 +74,7 @@ library groundwork for mask tracking and Warp Stabilizer.
| Wall clock, five parallel agents | 42–50 h | **≈ 8–10 h at today's measured pace; ≈ 25 h by the audit's conservative figures** |
What is left is concentrated in large systems: Roto Brush and Refine Edge, the 3D camera tracker,
Advanced 3D (models, PBR, image-based lighting), the Warp Stabilizer and mask-tracking UI on top of
the Warp Stabilizer and mask-tracking UI on top of
the new tracking library, a JavaScript scripting object model, SVG/PSD import, WebM, a disk cache,
native macOS menus, and wasm threads. (The missing effect categories, 3D Channel, Immersive Video
and OCIO, landed in M9.11.)
@@ -91,20 +91,20 @@ and OCIO, landed in M9.11.)
| Shapes | 68% | 3.9 | taper and wave strokes (pen tool for shape paths and vertex editing landed in M6.5) |
| Compositions | 67% | 7.4 | marker dialog, flowchart, Essential Graphics |
| Animation | 65% | 10.4 | puppet, Wiggler/Smoother/Motion Sketch (motion-path handles and the graph editor transform box landed in M5.8) |
| Text | ≈ 85% | 1.5 | vertical type is basic (upright characters, no tate-chu-yoko), no OpenType feature panel, no text on 3D bevels; per-character styles, paragraph settings, on-canvas editing and the `sourceText` style API landed (M9.9–M9.10) |
| Text | ≈ 86% | 1.3 | vertical type is basic (upright characters, no tate-chu-yoko), no OpenType feature panel, no extruded strokes (extruded, bevelled text landed in M7.6); per-character styles, paragraph settings, on-canvas editing and the `sourceText` style API landed (M9.9–M9.10) |
| Web | 60% | 2.5 | threads, browser storage, audio |
| 3D | 58% | 20.5 | Advanced 3D (models, PBR, image-based light), 3D camera tracker, multi-view layouts |
| Effects | ≈ 75% | 6.0 | GPU versions of more effects, Warp Stabilizer and the 3D Camera Tracker (all other After Effects effects exist since M9.11) |
| 3D | 72% | 12.0 | 3D camera tracker, multi-view layouts, Advanced 3D motion blur and blend modes, cameras/lights from models; Advanced 3D (glTF/OBJ models, primitives, extruded text and shapes, PBR, image-based light, shadow maps, GPU rasteriser) landed in M7.4–M7.6 |
| Effects | ≈ 75% | 5.0 | GPU versions of more effects and the 3D Camera Tracker (every other After Effects effect exists since M9.11 and M12.5) |
| Interface | 55% | 10.4 | drag-to-dock and floating panels, preferences, native macOS menus (viewer rulers/snapping/channels/snapshots landed in M0.13) |
| Project | 53% | 8.1 | 8/16/32-bit pipeline and colour management, auto-save, proxies, folder moves |
| Masks & roto | 44% | 13.0 | mask tracking, Roto Brush, variable-width mask feather points |
| Masks & roto | 52% | 10.0 | Roto Brush, variable-width mask feather points (mask tracking and Mask Interpolation landed in M6.6) |
| Preview | 55% | 6.1 | GPU 3D and adjustment layers, disk cache (region of interest, snapshots, exposure and Fast Previews landed in M0.13) |
| Tracking | 0% | 13.0 | point tracker, Warp Stabilizer, mask and face tracking |
| Tracking | ≈ 70% | 4.0 | 3D camera tracker, face tracking and Subspace Warp's mesh warp (Rolling Shutter Repair landed in M9.11; point tracker, mask tracking and Warp Stabilizer landed in M6.x / M12.5) |
| Paint | 0% | 4.0 | Brush, Clone Stamp, Eraser |
## Effects still missing
Warp Stabilizer and the 3D Camera Tracker (built on the tracking library by other work). Boris FX
The 3D Camera Tracker (built on the tracking library by other work). Boris FX
Mocha and Cineware are third-party and not counted.
### Added in M9.11 (39 effects)
@@ -144,4 +144,4 @@ Mocha and Cineware are third-party and not counted.
The engine underneath (keyframes, expressions, shape operators, text animators, Classic 3D, all
38 blend modes, the render queue) is deep. Most of what is missing is interactive tooling in the
viewer, settings that are stored but not yet rendered, about 69 menu entries that are still
disabled, and the large systems: tracking, puppet, paint, roto, Advanced 3D and GPU rendering.
disabled, and the large systems: tracking, puppet, paint and roto (Advanced 3D landed in M7.4–M7.6).