THE bug behind "AEPFilePath is required for real AE render": CreateJob inserted
original_project_id = saved_project_id (VALUES $3,$3), so the claim looked for the
render bundle at templates/{saved_project_id}/ — which never exists. The bundle
lives at templates/{TEMPLATE_id}/. Now original_project_id is resolved from
studio.saved_projects.original_project_id (the template the project was built from).
(Direct-SQL test renders masked this by setting the template id explicitly.)
Also harden the node-agent: Run() falls back to mock render when AEPFilePath is
empty even if AE is installed (previously hard-errored), so a missing/un-promoted
template degrades gracefully instead of failing the job.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
aerender can't reliably write H.264 directly in modern AE — it renders the
project's output module (Lossless AVI/MOV) and ignores the .mp4 extension,
producing a multi-GB .avi the agent then failed to find/upload.
- findRenderedOutput(): locate the file aerender actually wrote (output.avi/.mov/.mp4)
- transcodeToMP4(): ffmpeg → H.264 yuv420p + AAC + faststart; drops the lossless
intermediate. ffmpeg located via $FFMPEG_PATH, beside the agent exe, or PATH.
- Graceful fallback: if ffmpeg is missing/fails, upload the raw render so the job
still delivers a (large but valid) file.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Three bugs surfaced bringing up a real After Effects node (verified: AE 2026
claimed + ran, but produced no usable output):
1. aerender got no -comp/-rqindex → "output argument ignored", nothing rendered.
- Claim now returns comp_name from content.projects.render_aep_comp (e.g. "frfinal")
via new Store.GetTemplateCompName; threaded through ClaimedJob → runner.Job →
aerender args (`-comp <name>`, or `-rqindex 1` fallback when unknown).
2. CreateExportForJob INSERT passed render_quality as a bare param into an enum
column → 500 ("output-upload-url HTTP 500"), so completed renders had no export.
- Cast $8::render.render_quality (+ explicit casts for file_type/create_type enums).
3. flatrender-exports bucket didn't exist → uploads would fail anyway.
- render-svc now MakeBucket(exports, templates) idempotently at startup.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
PrepareFreshAE = taskkill AfterFX/aerender/AfterFXLib/dynamiclinkmanager/QT32
+ 2s settle + clear crash markers, then launch. A hung/zombie AE from a prior
job would otherwise block or corrupt the new run. RunScan now calls it.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SCRPriorState.json alone didn't suppress it — AE's per-session GUID under
HKCU\Software\Adobe\After Effects\AppStates persists after a kill/crash and
trips Safe Mode. ClearAECrashState now reg-deletes AppStates too (reg.exe, no dep).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
afterfx -r alone leaves AE on its empty Home/Start screen, which blocks the
script from running (AE sits idle on Untitled Project until the scan times out).
Now launch 'afterfx <aep> -r scan.jsx' so the project opens directly; scan.jsx
uses the already-open project and only app.open()s as a fallback.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- AepImportService: the global Scene HasQueryFilter(DeletedAt==null) was hiding
soft-deleted rows, so the revive never matched and the importer re-inserted →
scenes_project_id_key violation. Add .IgnoreQueryFilters() to the load. (apply
now revives + returns 200, verified.)
- node-agent: ClearAECrashState() deletes AE's SCRPriorState.json before each
launch so the 'Crash Repair Options' dialog can't hang a headless scan/render.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Push a font once → every node installs it → admin sees per-node status.
- render-svc: font_requests + node_fonts tables (mig 25); admin GET/POST/DELETE
/v1/node-fonts (with per-node status matrix); internal (HMAC) GET pending +
POST status for node-agents
- node-agent: fontSyncLoop polls pending fonts every 60s, downloads, installs
(Windows Fonts dir + registry / macOS / linux fc-cache), reports Installed/Failed
- gateway: /v1/node-fonts/* → render
- admin /admin/node-fonts: upload a .ttf/.otf → install on all nodes; per-node
Installed/Pending/Failed badges + counts + delete
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
render-svc:
- db.UpdateJobPreview(): writes base64 PNG to render_jobs.image_preview_b64
(only on active jobs; Done/Failed/Cancelled rows ignored)
- POST /v1/internal/render/jobs/:job_id/preview — node agent endpoint
- Route registered under /v1/internal (nodeAuth)
node-agent:
- runner.PreviewFn callback type alongside ProgressFn
- runner.preview.go: GeneratePreviewB64(percent, quality, resolution)
— pure stdlib (image/png + encoding/base64), no external deps
— 320×180 dark frame with animated progress bar + colored indicator dots
- mock render: pushes a preview frame at every step (5→95%)
- real AE render: pushes a preview frame every 30s
- client.UpdatePreview(): POST /v1/internal/render/jobs/:job_id/preview
- main.go: onPreview callback wires client.UpdatePreview() into runner.Run()
frontend:
- render-jobs.ts: RenderJobRow.preview_b64 field; read from progress endpoint
- status/route.ts: previewB64 included in JSON response
- RenderModal: aspect-ratio preview pane during polling — shows spinner until
first frame arrives, then live-updates with each poll (every 3s);
step label overlaid as badge bottom-right
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>