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Scripts: File ▸ Scripts entries take keyboard shortcuts
Edit ▸ Keyboard Shortcuts now lists the scripts File ▸ Scripts lists, under
File ▸ Scripts, and a key given to one runs it as its menu entry does. The
key is bound to the script's file name (file.runScript {"name": ...}) and is
saved with the preset. File ▸ Scripts and the macOS menu show it.
The shortcut table lists the Scripts folder again when a script is installed
or uninstalled, when the editor opens and when shortcuts.list runs.
shortcuts.set and shortcuts.reset look a script up in File ▸ Scripts' list
as it is now, and a script it doesn't list is an error instead of a key for
Run Script File....
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@@ -17,7 +17,7 @@ Guide):
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| ExtendScript preprocessor directives (`#include`, `#target`, `#targetengine`) | `#include` / `//@include` / `#includepath` inline files relative to the script (once each, depth-limited, file gate applies); `#target`, `#targetengine`, `#strict` are ignored | Same |
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| `Scripts/Startup` and `Scripts/Shutdown`: run in alphabetical order when the app starts and quits | Not run | Gap |
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| `Scripts/ScriptUI Panels`: listed at the bottom of the Window menu, dockable like the app's own panels, `this` is the panel | `Scripts/ScriptUI Panels/` in the settings folder (File ▸ Scripts ▸ Install ScriptUI Panel… copies one there), listed at the bottom of the Window menu, docked like any panel, `this` is the panel; the panels open when the app quits open again at the next launch | Same. Where a panel was docked isn't kept: workspace layouts aren't saved between launches |
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| Keyboard shortcuts for scripts (the Keyboard Shortcuts editor lists the scripts of the Scripts folder) | Shortcuts bind to commands and menu entries; the File ▸ Scripts and Window menu entries of scripts aren't offered | Gap |
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| Keyboard shortcuts for scripts (the Keyboard Shortcuts editor lists the scripts of the Scripts folder) | Edit ▸ Keyboard Shortcuts lists the scripts of File ▸ Scripts under File ▸ Scripts (`file.runScript {"name": "<file name>"}`); a key given to one is saved with the preset, File ▸ Scripts shows it, and pressing it runs the script as its menu entry does | Same. After Effects binds a key to a script's place in the alphabetical list (`ExecuteScriptMenuItem01`…), and EffectCraft binds it to the script's file name. The Window menu entries of ScriptUI panels aren't offered |
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| Running a script from the command line (`afterfx -r script.jsx`) | `effectcraft-cli script`, the control channel's and MCP's `script.run` | Same purpose, other entry points |
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| `app.settings` (kept in the preferences between sessions) | Kept in `script_settings.json` in the settings folder (`script.settings.get` / `script.settings.save`) | Same |
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| Allow Scripts to Write Files and Access Network | Settings ▸ Scripting & Expressions | Same |
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@@ -189,7 +189,8 @@ Effect Controls uses compact, fixed 20 pt parameter rows, as After Effects does:
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Edit ▸ Keyboard Shortcuts (`Cmd+Alt+'`) opens the shortcut editor: an on-screen keyboard showing
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which keys are assigned for the held modifiers (purple: application-wide, green: panel-specific,
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both: split), modifier toggles, a searchable list of every command (all engine commands, menu
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entries with bound parameters and the frontend's tool / panel commands), and a preset menu.
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entries with bound parameters, the scripts File ▸ Scripts lists and the frontend's tool / panel
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commands), and a preset menu.
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- **Presets.** "EffectCraft Default" is After Effects' default layout and is read-only; editing
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it creates a "Custom" copy. Custom presets store only their differences from the default and
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@@ -26,7 +26,7 @@ our own scripts; no real-world script library has been run against both apps.
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| Startup / Shutdown folders | yes | not run | missing | plugins.md |
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| `#include`, `#target` directives | yes | `#include` / `//@include` / `#includepath` inline files relative to the including script (once each, nested at most 32 deep, under the scripts' file gate; errors name the included file and line); `#target`, `#targetengine`, `#strict` are ignored | good | `tests_include.rs` (#759); installed scripts and panels have no folder of their own, so they include from the project's folder or absolute paths |
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| `.jsxbin` | yes | no | out of scope | No public specification |
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| Keyboard shortcuts for scripts | yes | no | missing | plugins.md |
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| Keyboard shortcuts for scripts | yes: the scripts of the Scripts folder take keys, by their place in the alphabetical list | Edit ▸ Keyboard Shortcuts lists the scripts of File ▸ Scripts; a key stays with the script's file name | same | `file_scripts_entries_take_keyboard_shortcuts`, `a_key_given_to_a_script_runs_it` ([plugins.md](plugins.md)); ScriptUI panels in the Window menu take no key |
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| Command-line rendering `aerender` | yes | `effectcraft-cli render`, `script`, `exec` | same purpose | `apps/effectcraft-cli` |
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| Essential Graphics scripting hooks | `addToMotionGraphicsTemplate…` | yes (M13.7) | good | — |
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| Agent control (MCP, control channel, every command) | none | yes | beyond | [agents.md](agents.md), [control-protocol.md](control-protocol.md); `list_effects` omits parameter types and ranges (#441) |
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