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M0.11: parity audit (docs/parity.md) and effort estimate in ROADMAP
≈64% weighted feature parity, 257/298 effects, ≈167 agent-hours remaining (≈42–50 h wall clock with five parallel agents). Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@@ -23,4 +23,14 @@ once.
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| M15 | The web app (WebAssembly, WebGPU) | Done, single-threaded |
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| M14 | Built for agents: MCP server, command-line tool, control channel | Done |
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## How far from full parity
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Measured feature by feature in [docs/parity.md](docs/parity.md) (2 October 2026):
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- **≈ 64% of After Effects' features, weighted by importance** (75% of the essentials, 38% of
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professional daily-use features, 17% of the long tail); 257 of 298 effects.
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- **≈ 167 agent-hours of work remain**, about **42–50 hours of wall-clock time** with five Claude
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Opus 5.5 agents working in parallel (≈ 31–35 hours for the essentials and daily-use features).
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- Hardest remaining pieces: on-canvas text editing, GPU rendering, tracking and roto, Advanced 3D.
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Come tell us what matters most to you on [Discord](https://discord.gg/artcraft).
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@@ -0,0 +1,87 @@
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# Parity with After Effects
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How close EffectCraft is to After Effects 2026, feature by feature, and how much work is left.
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Audited against the code at commit `5273f1b` (2 October 2026). Every feature in our catalog was
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graded from the code itself: a disabled menu entry, or a setting that is stored but never
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rendered, does not count as done.
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## Summary
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| Measure | Value |
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|---|---|
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| **Feature parity, weighted by tier** (P0 ×3, P1 ×2, P2 ×1) | **≈ 64%** |
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| Feature parity, unweighted | ≈ 58% |
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| P0 (it isn't After Effects without it) | ≈ 75% |
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| P1 (professional daily use) | ≈ 38% |
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| P2 (long tail) | ≈ 17% |
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| Features done / partial / missing | 18 / 60 / 14 of 92 |
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| **Effects** | **257 of 298** After Effects 2026 effects by name (86%); ≈ 70% allowing for simplified implementations |
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| Remaining work | ≈ **167 agent-hours** (139 h of features + ≈ 20% for 1:1 polish against After Effects) |
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| Wall-clock estimate | ≈ **42–50 hours** with five agents working in parallel and one integrating; ≈ 31–35 h for P0 + P1 only |
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"Agent-hours" are hours of one autonomous coding agent (Claude Opus 5.5) working in its own git
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worktree with tests. The estimate is calibrated on this repository's own history: Classic 3D
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(cameras, lights, shadows, depth of field, views, tools) took one agent about 2.7 h; timeline
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depth (graph editor, keyframe dialogs, time remapping, pen and masks) about 2.3 h; 85 effects
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about 1.2 h; the After Effects menu bar about 1.3 h; layer styles about 0.6 h; the web build
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about 0.8 h. What is left is harder on average (tracking, roto, puppet, GPU, Advanced 3D), and
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sequential chains (tracker → mask tracking → Warp Stabilizer → 3D camera tracker; GPU
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compositor → GPU effects) limit how much can run in parallel.
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Work in progress at the time of the audit, not yet counted: motion tracking, preferences and the
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keyboard shortcut editor, auto-save and crash recovery, paint and puppet tools, Lottie import and
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export.
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## By area
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| Area | Weighted parity | Remaining (agent-hours) | Biggest gaps |
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|---|---|---|---|
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| Layers | 88% | 4.8 | frame blending, collapse transformations, slip edit |
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| Output | 85% | 4.2 | multiple output modules, pre-render, WebM, audio-only |
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| Audio | 85% | 0.5 | audio to keyframes |
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| Import | 78% | 4.5 | PSD, SVG as shapes, Lottie |
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| Automation | 76% | 3.3 | a JavaScript scripting object model |
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| Shapes | 68% | 3.9 | pen tool for shape paths, vertex editing, taper and wave strokes |
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| Compositions | 67% | 7.4 | marker dialog, flowchart, Essential Graphics |
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| Animation | 65% | 10.4 | motion-path handles in the viewer, graph editor transform box, puppet, Wiggler/Smoother/Motion Sketch |
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| Text | 63% | 5.8 | on-canvas editing with a cursor, per-character styles, paragraph spacing and indents |
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| Web | 60% | 2.5 | threads, browser storage, audio |
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| 3D | 58% | 20.5 | Advanced 3D (models, PBR, image-based light), 3D camera tracker, multi-view layouts |
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| Effects | 56% | 14.6 | Effect Controls widgets (angle dial, point crosshair, eyedropper, curves), GPU effects, 41 missing effects |
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| Interface | 55% | 10.4 | drag-to-dock and floating panels, viewer rulers/snapping/channels/snapshots, preferences, native macOS menus |
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| Project | 53% | 8.1 | 8/16/32-bit pipeline and colour management, auto-save, proxies, folder moves |
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| Masks & roto | 44% | 13.0 | mask tracking, Roto Brush, free transform and RotoBezier |
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| Preview | 43% | 8.1 | GPU compositor, disk cache, region of interest, snapshots and exposure |
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| Tracking | 0% | 13.0 | point tracker, Warp Stabilizer, mask and face tracking |
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| Paint | 0% | 4.0 | Brush, Clone Stamp, Eraser |
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## Effects still missing
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Immersive Video (all 12), 3D Channel (all 8, including Cryptomatte), Color Stabilizer and the five
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OCIO transforms, CC Flo Motion, Liquify, Rolling Shutter Repair, Warp Stabilizer, Compressor,
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Distortion and Gate (audio), Camera-Shake Deblur, CC Radial Blur, CC Hair, Particle Playground,
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Keylight (our Screen Key stands in), Color Profile Converter and the 3D Camera Tracker. Boris FX
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Mocha and Cineware are third-party and not counted.
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## Highest-value gaps, in order
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1. On-canvas text editing and per-character styles.
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2. Effect Controls widgets: angle dial, point crosshair, eyedropper, curves and levels editors.
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3. Viewer basics: snapping, rulers, channel view, snapshots, exposure, a drawable region of interest.
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4. A GPU (wgpu) compositor, then GPU effects.
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5. Pen tool for shape paths, shape vertex editing, the Layer viewer, free transform and RotoBezier.
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6. Motion-path handles in the viewer; graph editor transform box and snapping.
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7. Point tracking and stabilization (in progress).
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8. Frame blending, collapse transformations, slip edit.
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9. A real 8/16/32-bit pipeline with linear blending and colour management.
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10. Drag-to-dock and floating panels, saved workspaces, native macOS menus.
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11. Auto-save, crash recovery, recent projects (in progress).
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12. Expression gaps: `sampleImage`, the `sourceText` style API, `footage()`.
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13. Lottie (in progress), WebM, SVG and PSD import.
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14. Puppet and paint tools (in progress).
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15. Preferences and a shortcut editor that can rebind (in progress); real Wiggler, Smoother and Motion Sketch; the marker dialog.
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The engine underneath (keyframes, expressions, shape operators, text animators, Classic 3D, all
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38 blend modes, the render queue) is deep. Most of what is missing is interactive tooling in the
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viewer, settings that are stored but not yet rendered, about 69 menu entries that are still
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disabled, and the large systems: tracking, puppet, paint, roto, Advanced 3D and GPU rendering.
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