EffectCraft's extension points compared with After Effects' (public user guide and Scripting Guide) are now in docs/plugins.md, which becomes "Plug-ins and extensions": scripts, ScriptUI panels and effect plug-ins, with a short guide and an example panel for writing your own. ScriptUI panels already came from `Scripts/ScriptUI Panels/` in the settings folder, were listed at the bottom of the Window menu and docked as tabs. What was missing: After Effects reopens the panels that were open when it quit. Now the open panels are remembered in `scriptui_panels.json` in the settings folder (a panel is added when it opens and dropped when its tab or its script closes it; quitting leaves the list), and `window.restoreScriptPanels` opens them again; the desktop and web apps run it at start-up. A panel whose script is gone or fails is reported and forgotten, and the others still open. Where a panel was docked isn't kept, as workspace layouts aren't saved between launches. Gaps recorded in plugins.md and gaps.md G8: the Startup and Shutdown script folders, keyboard shortcuts for scripts, ExtendScript's `#include` / `#target` directives and `.jsxbin`. Test: open_panels_open_again_at_the_next_launch (fails before: no restore command), a_panel_dropped_in_the_folder_is_listed_and_opens_as_a_panel (script), panels_open_at_quit_dock_again_at_launch (UI: the restored panel docks with its controls; closing the tab forgets it). Co-Authored-By: Claude Opus 5.5 <[email protected]>
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Plug-ins and extensions
EffectCraft's core aims at After Effects parity. What After Effects users get from third parties (effect plug-ins, scripts, ScriptUI panels) is an extension in EffectCraft too, and EffectCraft offers the same kinds of extension points as After Effects so that anyone can write their own.
Extension points compared with After Effects
From After Effects' public documentation (the user guide's scripting pages and the Scripting Guide):
| After Effects | EffectCraft | |
|---|---|---|
Effect plug-ins (C/C++ SDK, .aex / .plugin) |
Effect plug-ins: WebAssembly modules (plug-in API v1) or Rust; the Plug-ins folder next to the settings loads at start-up |
Different ABI: After Effects SDK plug-ins can't run (G8) |
| Scripts folder: its scripts are listed in File ▸ Scripts | Scripts/ in the settings folder (File ▸ Scripts ▸ Install Script File… copies a script there), listed in File ▸ Scripts with the bundled samples |
Same |
File ▸ Scripts ▸ Run Script File… (.jsx, .jsxbin) |
.jsx / .js |
Gap: .jsxbin (an undocumented binary encoding) |
ExtendScript preprocessor directives (#include, #target, #targetengine) |
Not understood: a script that starts with one doesn't parse | Gap |
Scripts/Startup and Scripts/Shutdown: run in alphabetical order when the app starts and quits |
Not run | Gap |
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 |
| 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 |
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 |
app.settings (kept in the preferences between sessions) |
Kept for the run only | Gap |
| Allow Scripts to Write Files and Access Network | Settings ▸ Scripting & Expressions | Same |
The settings folder is ~/Library/Application Support/EffectCraft on macOS, %APPDATA%\EffectCraft
on Windows and $XDG_CONFIG_HOME/effectcraft (or ~/.config/effectcraft) on Linux
(preferences.md); the web app keeps it in browser storage.
Scripts
Scripts use After Effects' scripting object model (app, app.project, CompItem, layers,
Property with keyframes and eases, app.beginUndoGroup…), so most scripts written for After
Effects' documented API run unchanged. Every edit a script makes is an engine command: undoable,
journaled and the same as the UI's action. The effectcraft-script crate's docs
(crates/script/src/lib.rs) list the object model.
- Run one: File ▸ Scripts ▸ Run Script File…, the Script Console panel,
effectcraft-cli script file.jsx, orscript.run {code, name}over the control channel and MCP. - Install one: File ▸ Scripts ▸ Install Script File… (or copy it into
Scripts/in the settings folder). It is listed in File ▸ Scripts at once (After Effects asks for a restart). file.scripts.listlists installed and bundled scripts and panels;file.runScript {name}runs one;file.uninstallScript {name}removes an installed one.
ScriptUI panels
A ScriptUI panel is a script that builds its user interface into the panel it is given as this.
Put it in Scripts/ScriptUI Panels/ in the settings folder (or use File ▸ Scripts ▸ Install
ScriptUI Panel…) and it is listed at the bottom of the Window menu under its file name; choosing it
runs the script and docks its panel as a tab, which you can move, float, maximize and close like any
other panel. Closing the tab closes the panel (its onClose runs). Panels open when EffectCraft
quits open again at the next launch (window.restoreScriptPanels, which the desktop and web apps
run at start-up; the list is scriptui_panels.json in the settings folder).
Run from File ▸ Scripts instead, the same script gets no panel, so it should make a floating palette itself. A minimal panel:
// Nudge.jsx: moves the selected layers 10 px right, as a dockable panel.
(function (thisObj) {
var ui = thisObj instanceof Panel ? thisObj : new Window("palette", "Nudge", undefined, { resizeable: true });
ui.orientation = "column";
ui.alignChildren = ["fill", "top"];
var go = ui.add("button", undefined, "Nudge Right", { name: "nudge" });
var status = ui.add("statictext", undefined, "Select layers, then click.");
go.onClick = function () {
var comp = app.project.activeItem;
if (!(comp instanceof CompItem)) return;
var layers = comp.selectedLayers;
app.beginUndoGroup("Nudge Right");
for (var i = 0; i < layers.length; i++) {
var p = layers[i].transform.position;
var v = p.value;
if (p.numKeys === 0) p.setValue([v[0] + 10, v[1]]);
}
app.endUndoGroup();
status.text = "Moved " + layers.length + " layer(s).";
};
if (ui instanceof Window) ui.show(); else ui.layout.layout(true);
})(this);
Supported controls: panel, group, button, iconbutton, statictext, edittext,
checkbox, radiobutton, slider, scrollbar, progressbar, dropdownlist, listbox,
tabbedpanel / tab and image, with ScriptUI's automatic layout (orientation,
alignChildren, alignment, margins, spacing, preferredSize), resource strings, event
handlers (onClick, onChange, onChanging, onClose, addEventListener) and onDraw with
ScriptUIGraphics. Agents use a panel like a user: scriptui.list, scriptui.get (its controls),
scriptui.click, scriptui.set and scriptui.close; every control has the automation id
scriptui.<window>.<control id or name>. The bundled sample Layer Tools.jsx
(crates/engine/scripts/ScriptUI Panels/) is a longer example.
Effect plug-ins
EffectCraft loads third-party effects through a small, versioned plug-in API (API version 1).
A plug-in effect behaves exactly like a built-in one: it is listed in Effects & Presets (and the
Effect menu) under its category, applied by id (effect.apply {"effect": "org.example.posterize"})
or display name, its parameters are ordinary properties (keyframes, expressions, Effect Controls,
prop.set), and it is saved in projects by id.
There are two ways to write one:
| WebAssembly plug-in | Rust plug-in | |
|---|---|---|
| What | a .wasm (or .wat) module |
a type implementing effectcraft_effects::plugin::EffectPlugin |
| Loaded by | Effect ▸ Load Effect Plug-in…, effect.plugins.load {path | folder}, or the Plug-ins folder next to the settings at start-up |
register_plugin(Arc::new(MyEffect)) in an app that links EffectCraft's crates |
| Sandbox | yes: no imports (no files, clock or network), fuel-limited, at most 1 GiB of memory, deterministic floats | none (it is your code) |
| Platforms | desktop and CLI (the wasmi interpreter, crate feature effectcraft-plugin/wasm); not the web build |
everywhere |
effect.plugins.list lists what is loaded: {api, wasm, plugins: [{id, name, category, version, author, source, params}]}.
The contract
- Pixels are premultiplied RGBA
f32(0–1; values may exceed 1 in 32 bpc projects), row major, processed in place. The buffer is the layer's (after masks and the effects above), possibly at preview resolution (scale= buffer pixels per layer pixel) and padded. - Parameters arrive flattened to
f64s in the order they are declared: slider, angle, checkbox (0 / 1) and popup (0-based index) take one value, point two (already in buffer pixels), colour four (RGBA 0–1). - Time is layer time in seconds.
- Rendering must be deterministic and may run on several threads at once (a WebAssembly plug-in gets one instance per thread).
- A failed render (an error code, a trap, running out of fuel) leaves the frame unchanged.
The manifest
Every plug-in describes itself with a JSON manifest:
{
"api": 1,
"id": "org.effectcraft.example.posterize-bands",
"name": "Posterize Bands",
"category": "Stylize",
"version": "1.0.0",
"author": "EffectCraft contributors",
"description": "Quantizes luminance into tinted bands.",
"params": [
{"id": "levels", "name": "Levels", "type": "slider", "default": 4, "min": 2, "max": 64, "sliderMax": 16, "decimals": 0},
{"id": "mix", "name": "Tint Amount", "type": "slider", "default": 50, "min": 0, "max": 100},
{"id": "tint", "name": "Tint", "type": "color", "default": [1.0, 0.55, 0.2, 1.0]},
{"id": "invert", "name": "Invert Bands", "type": "checkbox", "default": false}
]
}
id: stable, reverse-domain; letters, digits,.,_,-.ec.is reserved for built-ins. Ids must be unique (a second plug-in with a taken id is refused).category: one of the Effects & Presets categories (Blur & Sharpen,Stylize, …) or a new one, which appears after the built-in categories.- Parameter types:
slider(default,min,max, optionalsliderMin,sliderMax,decimals),angle(defaultdegrees),checkbox(defaultbool),popup(options,defaultindex),point(defaultas fractions of the layer size,[0.5, 0.5]= centre),color(defaultRGBA 0–1). Parameter ids are letters, digits and_, unique; at most 256 parameters; a slider needsmin ≤ default ≤ max(andsliderMin ≤ sliderMax); the manifest is at most 1 MiB.
WebAssembly ABI (v1)
A module with no imports that exports:
| export | signature | |
|---|---|---|
memory |
memory | linear memory shared with the host |
ec_api_version |
() -> i32 |
must return 1 |
ec_manifest_ptr, ec_manifest_len |
() -> i32 |
the UTF-8 JSON manifest in memory |
ec_alloc |
(bytes: i32) -> i32 |
a buffer of at least bytes bytes, 8-byte aligned; it may reuse the previous one |
ec_render |
(pixels: i32, width: i32, height: i32, params: i32, nparams: i32, time: f64, scale: f64) -> i32 |
process the pixels in place; return 0 on success |
For each frame the host calls ec_alloc once for a buffer holding the parameters (nparams
little-endian f64s) followed by the pixels (width × height × 4 little-endian f32s), fills it,
calls ec_render, and reads the pixels back. Each call gets a fuel budget proportional to the
frame size; a module that loops forever stops with an error instead of hanging the app.
Example
examples/plugins/posterize-bands is a complete plug-in in
plain Rust (no dependencies):
cd examples/plugins/posterize-bands
cargo build --release --target wasm32-unknown-unknown
# then, in EffectCraft: Effect ▸ Load Effect Plug-in… → target/wasm32-unknown-unknown/release/posterize_bands.wasm
# or headless:
effectcraft-cli exec effect.plugins.load '{"path": "target/wasm32-unknown-unknown/release/posterize_bands.wasm"}'
Any language that compiles to WebAssembly works (C, Zig, AssemblyScript…) as long as the module
has no imports. crates/plugin/src/tests.rs has a plug-in written directly in WebAssembly text.
Rust plug-ins
use std::sync::Arc;
use effectcraft_effects::plugin::*;
struct Swap(PluginManifest);
impl EffectPlugin for Swap {
fn manifest(&self) -> &PluginManifest { &self.0 }
fn render(&self, frame: &mut PluginFrame, params: &PluginParams, _time: f64) -> Result<(), String> {
if params.b("on") {
for p in frame.pixels.iter_mut() { p.swap(0, 2); }
}
Ok(())
}
}
register_plugin(Arc::new(Swap(manifest)))?; // before the UI builds its menus
PluginParams reads values by parameter id (f, b, point, color). At most 64 plug-in
effects can be registered per process.
Compatibility
The API version is checked when a plug-in loads: a manifest or module for another version is refused with a message. Within a version the contract above does not change; additions (new parameter types, new optional exports) bump the version.