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When adding a scene in the admin scene editor, its duration is now pulled from the After Effects project automatically (scene key = comp name). frontend (ProjectScenes): - the new/edit scene form quick-scans the project .aep for comp names + durations and offers a "pick composition" dropdown that fills key, title and default duration in one click - the key field gains a datalist of comp names; typing a key that matches a comp auto-fills the length (only when empty, never clobbering a manual value) - an inline "AEP duration: Ns — insert" hint next to the duration field - graceful states when no .aep is uploaded / scan fails render-svc (aep.durationFromCdta): fix the composition-duration offset. The duration rational lives at cdta offset 44 (numerator) / 48 (time base) on AE 2024/2026, not 32/36 (previous guess) or 40/44 (boltframe reference, older builds). Made it version-robust: read the time base from the framerate dividend (offsets 4/8) and accept whichever offset places the time base right after the numerator. Verified against a real project — render comp frfinal parses to 15.02s (matches project_duration_sec 15.00). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
225 lines
6.9 KiB
Go
225 lines
6.9 KiB
Go
// Package aep is a minimal, stdlib-only reader for After Effects project (.aep)
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// files. AEP is a RIFX container (big-endian RIFF). This reader does NOT fully
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// decode the project — it walks the chunk tree to extract composition names and
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// (best-effort) durations, which is enough for a headless "quick scan" that
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// scaffolds scenes without After Effects. Full fidelity (layers, colours, fonts)
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// requires the AE-JSX scanner running on a node.
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package aep
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import (
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"encoding/binary"
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"errors"
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"strings"
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)
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// Comp is a composition discovered in the project.
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type Comp struct {
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Name string
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DurationSec float64 // 0 when it could not be derived
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Layers []string // layer names in file order (used by FIX-mode scanning)
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}
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// ParseComps walks a RIFX (.aep) buffer and returns its compositions.
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//
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// A composition is an "Item" LIST that contains a "cdta" (composition data)
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// chunk; its name is the Item's "Utf8" chunk. Folders and footage items lack
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// "cdta" and are skipped. This rule is robust across AE versions because only
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// comps carry cdta.
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func ParseComps(data []byte) ([]Comp, error) {
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if len(data) < 12 || string(data[0:4]) != "RIFX" {
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return nil, errors.New("not a RIFX/.aep file")
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}
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// data[4:8] = file size (BE), data[8:12] = form type ("Egg!"). Body follows.
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var comps []Comp
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seen := map[string]bool{}
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walk(data[12:], &comps, seen)
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return comps, nil
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}
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// ParseNames returns every non-empty "Utf8" string in the project tree — layer
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// names, item/footage names, comp names (and incidentally some text/expression
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// strings). FIX-mode scanning filters this for the frl_/frd_ naming convention,
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// which is reliable because those names are globally unique and distinctive.
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//
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// This is needed because FIX media placeholders are renamed *footage items*
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// (e.g. frl_c1m1), not layers, so a layers-only walk misses them. Order is file
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// order; duplicates are preserved (callers dedup).
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func ParseNames(data []byte) ([]string, error) {
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if len(data) < 12 || string(data[0:4]) != "RIFX" {
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return nil, errors.New("not a RIFX/.aep file")
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}
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var names []string
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collectUtf8(data[12:], &names)
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return names, nil
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}
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func collectUtf8(buf []byte, out *[]string) {
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off := 0
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for off+8 <= len(buf) {
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id := string(buf[off : off+4])
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size := int(binary.BigEndian.Uint32(buf[off+4 : off+8]))
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ds := off + 8
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de := ds + size
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if size < 0 || de > len(buf) {
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break
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}
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if id == "Utf8" {
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if s := clean(buf[ds:de]); s != "" {
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*out = append(*out, s)
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}
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} else if id == "LIST" && size >= 4 {
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collectUtf8(buf[ds+4:de], out)
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}
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adv := 8 + size
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if size%2 == 1 {
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adv++
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}
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off += adv
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}
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}
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// walk iterates the chunks in buf (a LIST body or the file root), recursing into
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// every LIST so nested items inside folders are found.
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func walk(buf []byte, comps *[]Comp, seen map[string]bool) {
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off := 0
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for off+8 <= len(buf) {
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id := string(buf[off : off+4])
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size := int(binary.BigEndian.Uint32(buf[off+4 : off+8]))
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ds := off + 8
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de := ds + size
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if size < 0 || de > len(buf) {
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break
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}
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if id == "LIST" && size >= 4 {
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listType := string(buf[ds : ds+4])
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body := buf[ds+4 : de]
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if listType == "Item" {
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handleItem(body, comps, seen)
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}
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walk(body, comps, seen) // recurse (folders hold nested Item LISTs)
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}
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adv := 8 + size
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if size%2 == 1 {
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adv++ // chunks are word-aligned
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}
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off += adv
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}
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}
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// handleItem inspects the DIRECT children of an "Item" LIST: a "cdta" marks it as
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// a composition, the first "Utf8" is its name.
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func handleItem(body []byte, comps *[]Comp, seen map[string]bool) {
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var name string
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var cdta []byte
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hasCdta := false
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var layers []string
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off := 0
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for off+8 <= len(body) {
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id := string(body[off : off+4])
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size := int(binary.BigEndian.Uint32(body[off+4 : off+8]))
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ds := off + 8
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de := ds + size
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if size < 0 || de > len(body) {
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break
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}
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switch {
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case id == "cdta":
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hasCdta = true
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cdta = body[ds:de]
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case id == "Utf8":
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if name == "" {
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name = clean(body[ds:de])
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}
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case id == "LIST" && size >= 4 && string(body[ds:ds+4]) == "Layr":
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// A composition's layers are nested "Layr" LISTs; the layer's display
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// name is the first "Utf8" inside it (FIX templates encode scenes in
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// these names, e.g. frl_c1t1). Empty/unnamed layers are skipped.
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if ln := layerName(body[ds+4 : de]); ln != "" {
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layers = append(layers, ln)
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}
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}
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adv := 8 + size
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if size%2 == 1 {
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adv++
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}
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off += adv
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}
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if hasCdta && name != "" && !seen[name] {
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seen[name] = true
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*comps = append(*comps, Comp{Name: name, DurationSec: durationFromCdta(cdta), Layers: layers})
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}
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}
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// layerName returns the first "Utf8" string among the DIRECT children of a "Layr"
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// LIST body — that is the layer's display name. It does not recurse, so nested
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// property/effect names (also stored as Utf8) cannot be mistaken for the name.
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func layerName(body []byte) string {
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off := 0
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for off+8 <= len(body) {
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id := string(body[off : off+4])
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size := int(binary.BigEndian.Uint32(body[off+4 : off+8]))
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ds := off + 8
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de := ds + size
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if size < 0 || de > len(body) {
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break
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}
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if id == "Utf8" {
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return clean(body[ds:de])
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}
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adv := 8 + size
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if size%2 == 1 {
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adv++
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}
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off += adv
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}
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return ""
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}
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func clean(b []byte) string {
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return strings.TrimSpace(strings.TrimRight(string(b), "\x00"))
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}
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// durationFromCdta reads the comp duration (in seconds) from the cdta chunk.
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//
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// cdta layout (verified empirically against AE 2024/2026 project files):
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//
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// off 4 u32 framerate divisor
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// off 8 u32 framerate dividend == comp time base (ticks/sec)
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// off 44 u32 duration numerator (in time-base ticks)
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// off 48 u32 duration divisor (== time base)
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//
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// duration_seconds = numerator / time_base. The duration's byte offset shifts by
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// AE version (44 on recent builds, 40 on older ones documented by the boltframe
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// reference parser), so rather than hard-code one offset we accept whichever
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// places the time base immediately *after* the numerator — that self-selects the
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// correct field and rejects garbage. Returns 0 (unknown) on any doubt; the
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// importer treats 0 as "leave duration unset".
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func durationFromCdta(cdta []byte) float64 {
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if len(cdta) < 52 {
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return 0
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}
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frDivisor := binary.BigEndian.Uint32(cdta[4:8])
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timeBase := binary.BigEndian.Uint32(cdta[8:12]) // framerate dividend
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if frDivisor == 0 || timeBase == 0 {
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return 0
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}
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if fps := float64(timeBase) / float64(frDivisor); fps < 1 || fps > 240 {
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return 0 // not a comp cdta we recognise
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}
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for _, off := range []int{44, 40} { // recent layout first, then older
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num := binary.BigEndian.Uint32(cdta[off : off+4])
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div := binary.BigEndian.Uint32(cdta[off+4 : off+8])
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if num == 0 || div != timeBase {
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continue // divisor must equal the time base to be the duration field
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}
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sec := float64(num) / float64(timeBase)
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if sec <= 0 || sec > 36000 { // > 10h is nonsense
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continue
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}
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return float64(int(sec*100+0.5)) / 100 // round to 2 dp
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}
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return 0
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}
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