The 3D Camera Tracker analysis joins the offloaded jobs. The disk cache stays off in the
browser (std::env::temp_dir panics on wasm32 once a config store exists).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Persistence: settings, shortcuts, recent projects, imported media, saved projects and
auto-saves live in OPFS (IndexedDB fallback) through an in-memory mirror flushed in the
background (apps/effectcraft-web/src/store.rs, persist.rs); ConfigStore gains FileOps so
auto-save / recovery work in the browser store; the session snapshot restores the last
project + editor state on reload; File > Open Recent works from storage.
- Audio: Web Audio output (AudioWorklet, ScriptProcessor fallback) fed by AudioPlayback::pump
on wasm32; A/V sync from AudioContext.currentTime; meters; unlock on first gesture.
- Background jobs: engine::offload (WorkerRequest/WorkerReply protocol, Offload trait,
run_request); Render Queue, tracker, mask tracker, Warp Stabilizer and Roto Freeze run in Web
Workers (a second engine instance on the shared compiled module), progress streamed back;
cancel terminates the worker.
- GPU: WebGPU viewer frames drawn straight from the compositor's texture (gpu_display on
wasm32 when the viewer draws plainly); async readback (Gpu::read_display_async) for pixels.
- PWA: manifest, service worker precaching the build (xtask fills list/version), icons copied
from assets/app-icon; COOP/COEP kept from cached responses; offline reload works.
- window.effectcraft: saveToBrowser, listStored, removeStored, flush; info() reports storage,
audio, gpu, workers.
- Tests: native store + protocol + offload (render, track, cancel) tests; smoke.mjs extended
(GPU path, worker render responsiveness, audio gesture + playback, reload persistence,
Open Recent, offline reload).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Adds Review, Learn, Essential Graphics, Color and Undocked Panels to the
built-in workspaces (Libraries, an Adobe service, is left out), lists them all
in Window > Workspace in After Effects' order, and gives each its own layout:
Review (large viewer, Markers and Project), Learn (Default plus the Home
screen with the community links), Essential Graphics (Properties panel full
height, type panels), Color (wide Effect Controls, Info), Undocked Panels
(Composition docked, the other panels floating). Tests check every AE
workspace exists, has its own layout, has each panel once and is in the menu.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Home screen (panels/home.rs) gets New Project / Open Project / New
Composition / Open Demo Project / Import, the recent projects from Settings
(File > Open Recent) with thumbnails, folder and modified date (click opens,
Clear list), and the ArtCraft community links (Discord, getartcraft.com, the
EffectCraft page, GitHub, sibling apps) where After Effects has Learn / What's
New. A 96x54 thumbnail is stored in the config store when a project is opened
or saved and the viewer shows it. Automation ids: home.<command>,
home.recent.<i>, home.clearRecent, home.sibling.<slug>.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Native menu bar (apps/effectcraft, muda, macOS only): the engine's After Effects
menu tree mirrored into NSMenu through a pure, serializable spec
(ui-egui native_menu: submenus, separators, live labels, check marks, enabled
state, Cmd/Ctrl/function-key shortcuts as accelerators, Open Recent). Hide /
Hide Others / Show All are macOS' predefined items (app.hideOthers/app.showAll
are real commands now, via NSApplication); Services added; About, Settings and
Quit dispatch our commands. State is pushed only when the session revision,
selection, history, settings or journal change; structural changes rebuild.
Activations dispatch the same command ids as the in-window bar; Edit
Cut/Copy/Paste/Select All/Undo/Redo act on a focused text field. Settings >
Appearance > Use In-Window Menu Bar on macOS switches back.
Timeline: column visibility from the column header's context menu (A/V
Features, Keys, Label, #, Comment, Switches, Modes, Parent & Link, In, Out,
Duration, Stretch; Source/Layer Name toggle), Comment editing
(layer.setComment), draggable In/Out/Duration cells, Stretch opens Time
Stretch; property search filters layers and reveals matching properties with
their groups; Shift+P/S/R/T/A/E/M/F/L/U add to the revealed properties; UU
reveals all modified properties; Shift-drag in the ruler snaps the CTI to keys,
in/out points, markers and the work area. Commands: timeline.column,
timeline.sourceName, timeline.search, timeline.revealAdd.*.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Auto backend keeps comps with 3D layers on the CPU compositor (3D runs are
still CPU-composited; the GPU round-trip made them slower).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Region-of-interest frames render on the CPU path; the viewer keeps main's
frame drawing (Show Channel, exposure, ROI) and reads GPU-composited frames
back. Keeping frames as native egui-wgpu textures stays implemented behind
RenderSource::gpu_display (off).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The desktop viewer builds the GPU compositor on egui-wgpu's device and,
with Mercury GPU Acceleration, renders frames into RGBA8 textures that are
registered with egui-wgpu and drawn directly (no readback); the RAM preview
cache holds them under a video-memory budget. Pixels are read back only on
demand (Info panel, eyedroppers, histograms). Project Settings gets the
Video Rendering and Effects renderer choice. ui_gpu test: GPU viewer frame
matches the CPU one (skips without an adapter).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- dock::drop_zone / zone_rect (AE-style center/left/right/top/bottom zones with highlight),
DockNode::dock_panel (tab next to / split off an anchor), Layout {root, floating} with
float / unfloat / dock; serde (old workspaces still load).
- Tab drag re-docks; Cmd/Ctrl-release or a drop outside every group floats it; floating
groups are movable, resizable in-window windows that take tabs; panel menu Undock /
Maximize (toggle, ` maximizes the panel under the pointer) / Close; window.dockPanel /
floatPanel / maximizePanel / closePanel for agents; Save Workspace stores floating panels.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
New L3 crate effectcraft-gpu: a wgpu compute backend for the per-frame
compositing walk (layer transforms with the CPU's nearest/bilinear/bicubic
sampling and minification pre-filter, motion-blur accumulation, track
mattes, Preserve Transparency, layer style passes and knockout, all 38
blend modes as a WGSL port of color::blend, 8/16 bpc clamp+quantise,
colour-space conversions). 3D runs, adjustment and wireframe layers run on
the CPU between GPU steps. GPU effects with the CPU semantics: Gaussian,
Fast Box and Directional Blur, Glow, Levels, Curves, Hue/Saturation, Tint,
Fill, Gradient Ramp, Fractal Noise, Drop Shadow, Brightness & Contrast,
Exposure, Invert, Transform (registry gpu badge from effects::GPU_EFFECTS).
render: Backend (Cpu/Gpu/Auto) in RenderOpts, the Accelerator trait and
Renderer::accel, GPU effect chains in the effect stack, hooks for the GPU
walk. Project setting gpu_acceleration (Mercury GPU Acceleration / Software
Only), render.backend command, file.projectSettings renderer. Session and
Render Queue exports carry the accelerator. CLI --gpu and bench --gpu.
Tests compare GPU vs CPU renders (blend modes x bit depths, transforms,
masks, mattes, motion blur, colour management, styles, collapse,
adjustment fallback, every GPU effect) and skip without an adapter.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Composition viewer interaction parity with After Effects:
- Snapping (View > Snapping, the Tools bar checkbox, Cmd/Ctrl inverts while
dragging): layer edges, centres and anchor points, mask and shape-path
vertices, comp edges/centre, guides (Snap to Guides) and grid (Snap to
Grid), with highlighted target box / line / cross feedback. Pure maths in
engine::viewer (nearest target within tolerance, priority ties).
- Rulers (Cmd+R) with live pointer markers and a draggable zero point;
guides dragged out of the rulers, moved in the viewer, dragged off to
remove (view.moveGuide / view.removeGuide), lock respected; proportional
grid.
- Show Channel (RGB/Red/Green/Blue/Alpha/RGB Straight, Colorize), exposure
(+/- stops in linear light, reset), Take Snapshot (Shift+F5) with a stored
render and Show Snapshot (F5 held / button held), Fast Previews (Off,
Adaptive Resolution, Draft, Fast Draft, Wireframe), Resolution > Custom.
- Region of interest: drawn in the viewer; RenderOpts.roi renders only that
rectangle (crop of the full render, tested), Crop Comp to ROI uses it.
- Bottom bar in AE 2026 order ("136.1 %", "(Full)").
- Shape Pen (SHP-1): Pen on a shape layer / nothing selected draws Shape n
groups (Path 1, Stroke 1, Fill 1) via shape.newPath; the G slot cycles
Add / Delete / Convert Vertex and Mask Feather; mask.* vertex commands
work on shape paths; mask.insertVertex / mask.convertVertex; marquee
vertex selection, Alt-drag/click converts, double-click free transform
box (path.freeTransform on masks and shape paths).
- Motion paths (ANM-3): keyframe dots and spatial tangent handles, dragging
keys (keys.set) and tangents (keys.setSpatialTangents), parented layers.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Implement 20 formerly disabled menu stubs: Look at Selected/All Layers
(2D viewer fit, 3D view cameras, active camera), Switch View Layout (1/2/4
views in the viewer) and Share View Options, Create Camera from 3D View,
Add Output Module (every module encodes the item's frames), Pre-render
(queue + Import & Replace Usage post-render action), Save Current Preview,
RotoBezier / Convert To Bezier Path, Group / Ungroup Shapes, Set First
Vertex, Free Transform Points, mask Motion Blur (sub-frame mask samples),
Feather Falloff (smooth/linear), Hide Locked Masks, and workspace
save / save as / edit. Tests incl. undo.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PRJ-7. `engine::autosave` with the session hooks the frontends call:
- Auto-save: every N minutes a dirty project is written to "EffectCraft Auto-Save" next to
it (or a custom folder; untitled projects use the custom folder or the config dir) as
"<name> auto-save N.ecproj", rotating through max versions (oldest overwritten, extra
slots dropped when the maximum shrinks). Optional save when the render queue starts.
- Atomic writes for projects, auto-saves and config files: temp file + fsync + rename; a
failed write removes the temp file and leaves the previous file intact.
- Crash recovery: a session.lock sentinel in the config dir records the open project and
its latest auto-save; a clean exit removes it. At launch a leftover sentinel offers the
latest auto-save in a Recover Project dialog (Settings > Startup can turn it off).
- File > Open Recent (stored in the settings) with Clear Recent Projects; Increment and
Save uses After Effects naming ("Intro 2.ecproj"); Revert reloads the saved file.
- Commands: file.autoSave, file.recoveryInfo, file.openRecent {index|path},
file.clearRecent.
- Tests: rotation, interval/dirty tick, simulated crash mid-write, unclean-exit detection
and recovery, Open Recent / Increment and Save / Revert.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Keyboard shortcut presets in the engine (`engine::shortcuts`): every menu entry (including
ones with bound parameters), registry command and frontend command is bindable, scoped
application-wide or to a panel. "EffectCraft Default" is After Effects' layout and
read-only; editing it creates a custom preset that stores only its differences. Presets
are saved in the config store; the shortcut dispatcher and the menus read the active one.
- Commands: shortcuts.list, shortcuts.set {command, params?, keys}, shortcuts.reset,
shortcuts.preset {select|new|duplicate|delete|rename}, shortcuts.export/import (JSON),
shortcuts.conflicts.
- Edit > Keyboard Shortcuts: preset bar, modifier toggles (or held keys), an on-screen
keyboard coloured by scope (application-wide / panel-specific / both), key details,
a searchable list of every command, record-or-type assignment with conflict warnings,
reset to default; all widgets have automation ids.
- Tests: normalization, defaults conflict-free, conflict detection, custom preset creation
and persistence, preset lifecycle + export/import, dispatch uses the custom preset.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A real Settings model in the engine (`engine::prefs`): serde, versioned, dotted keys
(`general.undoLevels`, `labels.3.name`), migration of older layouts, unknown keys kept,
persisted through a `ConfigStore` trait (platform config dir on the desktop; MemoryConfig
for tests; the web app can back it with localStorage).
- After Effects 2026 pages (General … Scripting & Expressions) as a schema shared by the
dialog, `prefs.pages` and docs/preferences.md (rows not wired yet are listed there and
kept in step by a test).
- Commands: prefs.get, prefs.set {key, value | values}, prefs.reset {page?}, prefs.open
{page?}, prefs.pages.
- Wired settings: undo levels, path point size, tool tips, layers at comp start / CTI,
default spatial interpolation linear, Home screen on launch, new project template,
rendering progress in Info, adaptive resolution limit, cache when idle, fast previews,
theme + UI brightness, label names/colours everywhere (Label menu, timeline, project,
render queue, viewer), label colour for handles, grid colour/spacing/subdivisions, guide
colour, safe margins, still footage duration, sequence fps, audio output device and
output mapping, layer / footage / preview cache budgets, default 3D renderer.
- Settings dialog: AE's left page list + right content, OK / Cancel (restores) / Previous /
Next, every widget with an automation id.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Tracker panel (Window > Tracker): Track Camera / Warp Stabilizer (disabled),
Track Motion / Stabilize Motion, Motion Source, Current Track, Track Type,
Position/Rotation/Scale, Motion Target with Edit Target..., Options...
(Motion Tracker Options dialog), Analyze (1 frame back, back, forward,
1 frame forward; stop while running) with progress, Reset and Apply (Apply
Dimensions dialog). Track point widgets in the viewer: feature and search
regions with corner handles, attach point crosshair and track path, all
draggable through track.setPoint (one undo step per drag). Automation ids for
every widget; headless UI test.
Tracker: featureless regions no longer drift (ties keep the prediction, only
confident matches predict motion). docs/agents.md: tracking example.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Also: render uses web_time::Instant in layer styles; renderQueue.add documents
its render-settings/output-module keys so checked execution accepts them (+test).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- apps/effectcraft-web (L6): eframe web runner booting the shared EffectcraftApp with a browser
session: in-memory file table, <input type=file> pickers and drag-and-drop for open/import,
downloads for Save and Render Queue outputs (several files as one stored .zip), and the
window.effectcraft promise API over the control channel. Demo project on start.
- wasm32 runtime fixes: web-time for Instant/SystemTime (render, engine, export, ui-egui);
Frames renders queued jobs on the UI thread (Frames::pump) instead of a thread pool;
Render Queue runs inline; relative outputs resolve under / ; control PNGs inline.
- effectcraft-export: per-job output Sink (files to memory instead of disk); host FileExporter
carries it; test that sink exports touch no file.
- xtask web [--dev] [--serve PORT] (wasm-bindgen 0.2.129, optional wasm-opt, COOP/COEP server);
effectcraft-web in WEB_CRATES. docs/web.md, headless Chrome smoke test, favicon (+attribution).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Resolve conflicts; register playback.audio (Composition > Preview > Audio)
as a real frontend command replacing its stub; layer_at uses content_buf.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Audio effects (Backwards, Bass & Treble, Delay, Flange & Chorus,
High-Low Pass, Modulator, Parametric EQ, Reverb, Stereo Mixer, Tone)
applied per layer in the comp mixdown, so export and preview share them.
RBJ-cookbook biquads, Schroeder/Moorer reverb, modulated delay lines;
stateless per block via pre-roll. Tone makes any layer audible.
- Real-time audio preview: ui-egui AudioFeed/AudioPlayback (feeder thread
mixing ahead) behind an AudioDevice hook; the desktop app implements it
with cpal (L6). Audio clock drives playback (consumed frames minus device
latency, looped through the work area). Preview panel Include Audio /
playback.muteAudio.
- Audio panel VU meters with peak hold and clip indicators; selected
layer's Audio Levels.
- Timeline Audio > Waveform for footage with audio (L reveals Audio
Levels, LL the Waveform), drawn from a cached per-item peak summary.
- ui.playback reports audio state and meter levels.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Integrate main (render queue, timeline/keys, time remap, masks/pen, 3D, MCP/CLI).
- Menu tree now runs renderQueue.add, layer.enableTimeRemap, layer.timeReverse,
layer.freezeFrame/OnLastFrame, prop.separateDimensions, mask.setClosed,
layer.cameraSettings, view.3d.* / view.3d.last / view.reset3DView, main's
layer.autoOrient and keyframe velocity/interpolation/time-stretch dialogs;
matching stubs deleted (view.3d.default stays disabled).
- Keyframe clipboard is main's (keys.copy/paste); Paste Reversed Keyframes
reuses it. Animation-menu commands moved to commands/animation.rs.
- Main's spec menu paths/labels aligned with AE (Camera Settings under
Layer > Camera, "..." labels, Freeze On Last Frame).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Resolve conflicts with perf (layer cache / Arc<Buf>), export (RenderOpts.view: None
for output), timeline (separate dimensions + one-node POI visibility), mask/pen
viewer gestures (alongside camera tools and view-aware layer matrices), key
dialogs (alongside Camera/Light Settings), render queue + MCP command modules.
3D path tangent honours separated position; DOF blurs a per-frame copy so cached
layer buffers stay shared. New test: cached renders match uncached after camera,
focus, light and 3D view changes. Fix a clone-on-copy lint from main.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Viewer renders through the comp's 3D view (RenderOpts.view; FrameKey hashes
the view camera), shows the view name, and the bottom-bar 3D View dropdown
(automation id viewer.view3d) switches Active Camera/Front/…/Custom View 3.
- Orbit / Pan / Dolly tools drag the current view (camera layer in Active
Camera, merged into one undo step; view cameras otherwise).
- Handles, gizmo and picking go through the view camera; 3D layers move in
the view plane at their depth.
- Camera frustum + POI and light position/direction wireframes
(viewer.camera.<id>, viewer.light.<id>).
- Camera Settings / Light Settings dialogs open from New Camera/Light,
Camera/Light Settings and Layer Settings; OK runs the engine commands.
- Timeline: POI only for two-node cameras/auto-oriented lights; "Z Rotation"
label on 3D layers.
- Headless egui_kittest tests (UI wiring + opt-in wgpu snapshots); fix the
remaining workspace clippy lints.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Engine (all commands with undo/redo + tests in engine/src/tests_timeline.rs):
- keys.copy/paste (Edit Copy/Cut/Paste route to keys when keys are selected;
relative timing kept, paste at CTI, cross-property paste of same type),
keys.selectAll (Cmd+Alt+A), keys.nudge* (Alt+Arrow, Alt+Shift+Arrow),
keys.set / keys.setEase (graph editor drags), keys.info (dialog data),
keys.timeReverse; keys.interpolation gains continuous/auto Bezier, spatial
interpolation and roving; keys.velocity takes per-dimension values and
Continuous.
- Roving keys (keyframe::retime_roving): constant speed along the motion path.
- Layer > Time: layer.timeStretch (percent|duration, hold in/current/out),
layer.timeReverse (Cmd+Alt+R), layer.enableTimeRemap (Cmd+Alt+T),
layer.freezeFrame, layer.freezeOnLastFrame; render uses Time Remap as the
source time for precomp/footage layers.
- prop.separateDimensions (X/Y/Z Position; prop.set on Position writes them).
- layer.setParent compensates so the layer stays in place (compensate:false
to opt out).
- prop.pickWhip writes AE-style reference expressions (thisComp.layer(..),
effect(..)(..), mask(..).maskFeather, temp=…;[temp,temp], …[0]).
- prop.setExpression: syntax errors keep the text but disable the expression.
- expr: arrays of properties returned by an expression are resolved.
UI: Keyframe Velocity, Keyframe Interpolation and Time Stretch dialogs;
Graph Editor (value + speed graphs, draggable keys and Bezier/influence
handles, auto-zoom, fit, show selected, separate dimensions, hold/linear/
auto Bezier/Easy Ease buttons); key + layer context menus. Clears the
workspace clippy -D warnings failures.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- render: LayerCache (content-keyed processed-layer cache: source -> masks ->
effects, keyed by a hash of the layer's non-transform props evaluated at the
frame time, solid item, switches, scale; time folded in for clock-driven
effects / wiggle paths). Static and transform-only layers render once;
edits only re-render the edited layer. Session + UI frame jobs share it.
- effects: TIME_DEPENDENT list + test that every clock-reading effect is listed.
- raster: affine composite fast path (per-row span clipping, unchecked interior
bilinear, integer-translation copies, inlined Normal blend), checked against
composite_warp_reference; box/Gaussian blur without transposes, two
ping-pong buffers; accumulate_warp so motion blur sums into one buffer
instead of one full-frame image per sub-sample.
- ui: viewer frame is urgent and jumps the prefetch queue; stale-revision jobs
are dropped; paused prefetch waits for the viewer frame; "Frame Render Time"
reports viewer frames only; parallel f32 -> Color32 conversion.
- cli: `frame --bench N` (per-layer/per-effect timings, wall + CPU time) and
`frame --bench-play N` (consecutive frames with/without the layer cache).
- tests: cache transparency (scrub, edits of values/keys/effects/masks/
solids/text/timing), hit/miss accounting, time-dependent effects, demo
cached == uncached, fast warp/blur/accumulate == reference.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Properties panel (panels/properties.rs): Layer Transform with keyframe navigator
or stopwatch, AE value formatting (integers, %, Nx+N° rotation), linked Scale,
Reset; Text (font/style/size/leading/tracking/stroke, fill/stroke toggles);
Paragraph (7 alignments); Text Animation > Add Animator; scrolling.
- Tabs name what they show: Composition <comp>, <comp> timeline, Effect
Controls <layer>, Properties: <layer>.
- Default workspace: full-height right column, Preview over Properties.
- engine: time.go nextKey/prevKey accept prop uid; layer.setText supports all
seven justify modes, applyFill/applyStroke and Auto leading (fixes the
Paragraph 'justify' button mapping to Justify All).
- examples/snapshot: render the real UI headless (egui_kittest + wgpu) with
scripted control-channel steps.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>