Paint: non-destructive Paint effect with Brush/Clone/Eraser stroke groups
(Path, Stroke Options, Transform, Duration spans, Write On End keys),
dab rasterizer (diameter/angle/roundness/hardness/spacing/flow/opacity,
pressure dynamics, modes, channels), eraser modes, clone from layer/time,
cache keys include visible strokes. paint.stroke/options/brushPreset/
setCloneSource/removeStroke/presets. Layer panel with paint tools, Paint
and Brushes panels.
Puppet: Puppet effect with meshes and Position/Advanced/Bend/Starch/Overlap
pins; alpha contour -> expansion (exact EDT) -> simplified outline ->
Delaunay with constraint recovery; ARAP (Igarashi 2005) two-step solve with
CG; anti-aliased texture-mapped rendering with overlap depth. puppet.addPin/
movePin/setPin/removePin/mesh/info. Puppet tools in the viewer with mesh
overlay and header options.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Animation ▸ Animate Text (Enable Per-character 3D, every animator property,
Fill/Stroke Color RGB/Hue/Saturation/Brightness/Opacity submenus, Line Anchor,
Character Value), Add Text Selector ▸ Range/Wiggly/Expression (text.addSelector
now supports all kinds) and Text Animation Presets after Browse Presets, in the
engine menu tree. Stubs replaced: text.perCharacter3d, animatorLineAnchor,
animatorCharacterValue, addWigglySelector, addExpressionSelector.
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>
A rayon worker running frame_at could wait on the in-flight condvar for a
frame whose decode sat lower on its own stack (work stealing during the
decoder's parallel join), hanging footage playback and the media tests.
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>
Convert to Editable Styles / Show All / Remove All / Drop Shadow ... Stroke now
run main's layer.style.* commands; the layer.styles stub is gone.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Timeline: Text group 'Animate:' and animator 'Add:' pop-ups (properties and
Range/Wiggly/Expression selectors), selectors/properties listed directly under
each animator, Path Options ▸ Path lists the layer's masks and hides the
other path options until one is chosen. Properties panel Add Animator lists
every animator property plus Enable Per-character 3D, and a Presets menu.
Animation menu: Animate Text, Add Text Selector, Text Animation Presets.
Expression Selector result replaces the selection (no Mode); selector popups
are non-keyframable like AE.
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>
Range selector complete (units, based on, modes, shapes, smoothness, ease
high/low, randomize), Wiggly and Expression selectors combined by mode;
all AE animator properties incl. line anchor, character offset/value,
skew axis, tracking type, fill/stroke HSB+opacity, blur; More Options
(anchor grouping, fill & stroke order, inter-character blending); Path
Options (text on a mask path); per-character 3D rendered as planes in
the 3D compositor; text animation commands and original presets.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Layer Styles (Drop Shadow, Inner Shadow, Outer/Inner Glow, Bevel and Emboss, Satin,
Color/Gradient Overlay, Stroke) and Blending Options (Global Light, Fill Opacity, R/G/B,
Knockout, Blend Interior Styles as Group) as a layerStyles property group with AE names,
order and defaults. Rendered in layer space after effects (exterior passes composite with
their own blend modes below the body), cached per pass, scaled with render resolution.
Commands layer.style.* (menu Layer > Layer Styles), Global Light shared per comp, timeline
eye switches.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
EffectHost gains self_at (the layer's source + masks + first N effects at
another layer time) and layer_at (another layer at another comp time);
EffectEnv carries the effect's stack index. The renderer serves these via
Renderer::layer_input, cached in the layer cache under input keys (footage
included, keyed by source time) with a depth guard against recursion.
Time effects are TIME_DEPENDENT so processed-layer keys fold in layer
time; layers with time effects and expressions are not cached.
Also registers the Effect > Audio specs (DSP in effects::audio_fx; the
mixdown integration follows in M11.2). Audio effects are skipped by the
video effect pass.
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>
- layer.autoOrient {mode: off|alongPath|towardsCamera|towardsPointOfInterest}
(Layer > Transform > Auto-Orient…, Cmd+Alt+O); render support for Orient
Along Path (2D and 3D) and Orient Towards Camera (with recursion guard).
- Layers parented to cameras/lights follow their full rotation.
- Draft 3D turns off lights and shadows (and DOF).
- Turning the 3D switch off discards Z values, Orientation and X/Y Rotation.
- Tests for all of the above.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Comp durations (comp.new / comp.settings) are whole frames.
- layer.addItem start/out, layer.timing in/out/start/delta and time-stretch in/out snap to
the nearest comp frame; prop.addKey / prop.set with an explicit time key the nearest frame.
- The demo project builds every time on 29.97 fps frames (Lower Third in = frame 150 =
0:00:05:00, comp = 300 frames).
- Test: demo + commands stay frame-aligned.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Closed-form weather/bubble/star effects; stepped particle, wave and foam sims through the
checkpointed SimCache (seek-consistent); band-bucketed sprite/piece rasteriser and textured
3D pieces via per-piece inverse homography.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Engine (mask.rs, tests in tests_timeline.rs incl. render + undo/redo):
mask.new, mask.addVertex, mask.setVertex, mask.setClosed (Layer > Mask and Shape Path >
Closed), mask.selectVertices, mask.moveVertices (merged drags), mask.deleteVertices
(Delete with vertices selected), mask.remove / mask.removeAll (Layer > Mask). Edits of an
animated Mask Path key the current time.
Viewer: Pen tool on the selected layer - click = corner vertex, drag = Bezier vertex,
click the first vertex to close, Esc/Enter or another tool ends the path; rubber band to
the pointer. Selection tool: click/shift-click mask vertices, drag selected vertices,
drag tangent handles (symmetric; Alt breaks). Vertices register automation ids
viewer.mask.<uid>.vertex.<i>. Mode/inverted/feather/opacity/expansion stay in the
timeline mask rows.
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>