A single selected_layers list kept ids from every comp, so the active comp looked selected whenever another comp was. Opening a comp and running a script against a different comp now park and restore that selection.
sanitize_state dropped every selected layer not in the active comp at the
end of each script run, so a layer selected by script in a comp that was not
open was gone by the next script call. Every comp keeps its own selection as
in After Effects; only ids gone from every comp are dropped now. UI and
engine lookups resolve selections per comp and tolerate foreign ids.
Under a tilted parent, the converted keys alone give a different path between them, since Euler
angles are blended. Keys are now added wherever the blend drifts more than 0.05 degrees from the
exact rotation (halving each segment, at most 10 times and 4096 keys). The segments become straight
blends with the original easing baked in; hold segments are kept.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Euler angles are blended between keys, so re-expressing only the key values cannot keep the motion
between them under a tilted parent. Keyed Orientation is now re-expressed only for a Z-only
correction, which shifts Z exactly at every time; static Orientation is unchanged.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
addProperty("ADBE Text Tracking Amount") returned the first property added to the animator, which is
the Tracking Type companion, so the script changed the wrong value. The engine now reports the
requested property's position in the Properties group, and the script returns that property. An
animator's Properties group also finds its properties by their After Effects names, such as
ADBE Text Tracking Amount, which the name table already had in the other direction. A regression
test checks the property returned, its value, and the lookup by name.
Not covered: the Advanced and Wiggly selector children and the Expression amount, which still keep
their own names.
Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
uniform_parent_pose took the Y angle from asin, which loses precision within about 1e-6 degrees of
+-90. The Y angle now comes from atan2 on cos(Y), as the X and Z angles already do. The gimbal
branch and the principal-range output are unchanged.
A new test parents a static Orientation with Y 1e-6 degrees off gimbal lock under a uniform
parent. Its largest corner displacement was 3.3e-8 px before this change and 1.5e-14 px after.
Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
keys.quickOffset and keys.move stored the drag's new total before the
edit ran. When the edit refused the step (keys.quickOffset with a key
landing past the end of time), the project stayed as it was but the
total kept the refused delta, and with incremental steps (merge without
fromStart) the next step moved by it too.
The drag state is now stored only after the edit applies.
Test: a_refused_step_does_not_count_towards_the_drag (+1 s, a refused
step, -1 s: the keys end where they started; fails before: the last key
ends near the end of time).
keys.move and the nudges snapped each key's destination to the nearest
frame, so moving keys a Quick Offset had staggered onto subframes put
them back on frames: four keys at 0, 1/3, 2/3 and 1 frame, moved one
frame, came out at 1, 1, 2 and 2. Layer bars kept theirs, because
layer.timing snaps the move, not the times.
The move is now rounded to whole frames and every key translated by it.
layer_shift turns a comp-time move into a layer-time move through the
layer's start and stretch (reversed too) without a round trip through
comp time; keys.quickOffset uses it as well.
Test: moving_staggered_keys_keeps_their_subframe_spacing (Quick Offset,
then keys.move and keys.nudgeForward; fails before: 1/3 frame lands on
a frame).
prop.reset cleared every keyframe before setting the default value. As in
After Effects (and as effect.reset already does for effect parameters), an
animated property now keeps its keyframes and gets the default as a key at
the current time; a static property just takes the default. The expression
is still removed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Validate saved stroke frames against the current layer limits before clamping a span edit. Keep project and undo state intact when trimming has left strokes outside the layer.
Co-Authored-By: OpenAI Codex <noreply@openai.com>
After Effects 25.4's Quick Offset staggers selected layers, or each
layer's selected keyframes, in the order they were selected: the first
stays, the last moves by the drag and the ones between by equal steps,
landing on subframes.
layer.quickOffset {delta, layers?} moves each layer's start, in and out
point by total * i / (n - 1), worked out once in ticks with integer
arithmetic, so 1 frame over 4 layers gives 0, 1/3, 2/3 and 1 frame
exactly. keys.quickOffset {delta} does the same per layer for the
selected keys, the layers in the order their first key was selected;
every selected key of a layer, across its properties, moves by that
layer's comp-time offset through its start and stretch (reversed too),
keeping values, interpolation, easing and labels. Locked layers are
skipped and at least two layers are needed. With merge and fromStart,
delta is the whole drag and each step starts again from before it, so
the drag is one undo step and a key passed over survives. A delta or a
destination out of the range of times is an error, not a clamped move.
Docs: agents.md; architecture.md notes Quick Offset as the exception to
times snapping to frames.
keys.move (and nudging) rebuilt the key selection in layer and property
order, so the order the keys were selected in was lost after a move. A
Quick Offset that follows staggers layers in that order (#1012).
The move now goes through move_key_refs, which maps each selected key to
its new time and returns the selection in its original order, with the
same collisions (a key landing on another replaces it), roving retiming
and locked-layer handling as before. key_gesture is the drag-step logic
(start again from the keys and project as they were before the drag)
split out of shift_keys so other key drags can share it.
Test: moving_keys_keeps_the_selection_order (fails before: the keys come
back sorted by layer).
The 2^28 pixel limit applied per image; one composite or layer decode kept
the ZIP output, a Vec<f32> per channel and the result alive together, and the
bake size came from the file's quad. A decode now charges every buffer
against a byte budget (4 GiB, 1 GiB on 32-bit), checks its whole expected peak
before allocating, writes channels straight into the result and returns an
error when over budget. Bakes are at most 4x the document across and 2^24
pixels.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Psd::parse drops the layers, records Psd::warnings and keeps the header and
merged image; the importer then imports the flattened image as one layer and
reports 'Layers could not be read'. Header damage and a missing merged image
stay hard errors.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Psd::tree flattens groups nested deeper than MAX_GROUP_DEPTH into their depth-64 parent, keeping every layer, so the importer recursion and the tree's Drop/Clone/PartialEq are bounded. The import result reports how many groups were flattened.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
CameraLayer gets the transform and camera-options shortcuts (position, xRotation, zoom...) that AVLayer already had, and Convert Expression to Keyframes run without a property converts the selected ones, as app.executeCommand does it.
Problem: the built-in animation preset library had no Backgrounds category
(gap 7: 31 presets against After Effects' 621).
Fix: 23 original Backgrounds presets in crates/engine/presets/backgrounds.json,
built from our own generator, noise, colour and stylize effects: Soft Gradient
Drift, Aurora Veil, Slow Fog, Cloud Bank, Dark Smoke, Ember Haze, Magma Flow,
Ice Flow, Pastel Plasma, Cell Drift, Crystal Facets, Hex Mosaic, Mirrored Silk,
Water Caustics, Blueprint Grid, Checker Scroll, Scrolling Stripes, Pulse Rings,
Bokeh Drift, Spotlight Floor, Dawn Sky, Sweeping Light, Grainy Wash.
The preset format gains `expr` (an expression per property, so backgrounds keep
moving for the whole layer) and point parameters written as fractions of the
layer size. Effects & Presets lists them under * Animation Presets > Backgrounds.
Tests: catalogue uniqueness and categories, apply/undo/redo of every preset
(engine), render of every preset with the expression engine: finite,
non-flat, deterministic, moving (host), panel listing and apply (ui-egui).
Sidecar, ATTRIBUTION.md, gaps.md row 7 and effects-parity.md updated.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Guides can store a percent of the comp so they follow comp-size changes
(View > Add Percentage Guide, Convert Guides to Percentage / Pixels); an
effect instance has an optional colour label (effect.setLabel, Effect Controls
header bar and Label menu). Both are serde-defaulted, so old projects load.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>