# VFXReview Connector A dockable ScriptUI panel for Adobe After Effects 2024+ that integrates with the VFXReview platform to streamline shot management, render queuing, and workspace setup for VFX production pipelines. --- ## Configuration Settings are stored per-machine via the **⚙ Settings** button in the panel (persisted in After Effects' built-in preferences — no need to edit the JSX file). | Setting | Purpose | |---|---| | **Server URL** | Base URL of the VFXReview server (e.g. `https://review.twotalesvfx.com`) | | **API Token** | Bearer token matching `API_SECRET_KEY` in the server `.env` | | **Export Root** | Local path where renders and deliverables are written | | **Footage Root** | Local path where EXR plate folders are read from | | **Banner Path** | Path to the panel banner image | | **Artist Email** | Used for render attribution in the pipeline | | **Handle Frames** | Plate handle frames prepended before the shot's source TC in-point (default: 8) | | **Path Mappings** | *Optional.* Rewrites paths the **server** supplies — see below | ### Server paths vs. this machine The server addresses render folders from its own root (`render.outputRoot`, e.g. `//SAN`), which a workstation may not resolve — the render worker translates them with its own `pathMappings` because it runs as a service account. The panel needs the same translation to open a render for QC. It resolves this itself in most cases, trying in order: 1. **Path Mappings**, if configured — format `//SAN/=V:/_EXPORTS/`, several separated by `;`. 2. **The server path as given** — correct when `render.outputRoot` is already a path this machine can reach. 3. **Re-based on Export Root** — the server's export layout mirrors the panel's from the show folder down (`{root}/{showId}/{episode}/{shot}/{version}`), so the tail is simply re-attached to Export Root. Step 3 is why this usually needs no configuration. **Diagnostics** checks the whole thing against a real render folder from the QC queue and names every path it tried when it fails. ### More than one on-disk convention Every candidate is tested for existence and the first that resolves wins, so a studio whose output root changed at some point can map the **same prefix more than once** and let the panel work out which applies per export: ``` //SAN/=V:/_EXPORTS/;//SAN/=V:/_EXPORTS/UNG/ ``` Older exports keep whatever path was stored on them when they were queued — changing `render.outputRoot` on the server only affects new ones — so mixed conventions in one database are normal and permanent. Add a mapping per convention rather than trying to make one rewrite cover them all. --- ## Pipeline Folder Structure ### Export Root All outputs from the connector are written under **`/{SHOW_ID}/`** (e.g. `V:/_EXPORTS`). The show ID is appended automatically from the selected project — configure `exportRoot` as the bare root without a show ID. ``` / └── {SHOW_ID}/ # e.g. UNG/ ├── {SHOT_CODE}/ # e.g. UNG_108_001_010/ │ ├── {shot}_cmp_TT_{ver}.[#####].exr # Queue EXR / Queue EXR (Review) │ └── {shot}_cmp_TT_{ver}.mp4 / .mov # Queue MP4 / Queue MOV │ ├── DELIVERY/ │ └── {EPISODE_OR_SCENE}/ # e.g. UNG_108/ │ └── {YYYYMMDD}_Delivery/ │ └── {SHOT_CODE}/ │ └── {shot}_cmp_TT_{ver}.[#####].exr │ └── (render farm outputs — managed by the server) └── {PROJECT_CODE}/{EPISODE}/{SHOT_CODE}/{ver}/ └── {shot}_cmp_TT_{ver}.[#####].exr ``` **Version naming:** `{SHOT_CODE}_cmp_TT_{version}` — e.g. `UNG_108_001_010_cmp_TT_v003.[01001].exr` Versions are set manually via **Increment Shot Version** or the shot detail page. Queuing a render does **not** auto-increment the version. --- ### Footage Root Source EXR plates are read from **`/{SHOW_ID}/`**. Configure `footageRoot` as the bare root (e.g. `V:/_FOOTAGE`). ``` / └── {SHOW_ID}/ # e.g. UNG/ or DH2_VFX/ ├── {EPISODE_CODE}/ # episodic only: e.g. UNG_108/ │ └── {SHOT_CODE}/ # standard layout: plates grouped per shot │ └── {SHOT_CODE}_{ELEM}_{VER}/ │ └── *.exr │ └── _PICLOCKS/ └── {EPISODE_CODE}_*.mov # matched by episode prefix ``` **Scenes are not folders.** Standard projects have no level between the show folder and the shot folder — the scene picker filters the shot list only. **Two layouts are supported, and neither is migrated.** The connector prefers the grouped layout above; where a `{SHOT_CODE}/` folder does not exist it falls back to scanning the parent for folders named `{SHOT_CODE}_*` (the original UNG layout, where plates sit directly in the episode folder). All matching folders are imported as separate footage layers. If a `{SHOT_CODE}/` folder exists but holds no plate subfolders, that is reported as no footage — the fallback scan is not attempted, so stray plate folders sitting beside the shot cannot be picked up as its footage. Underscore-prefixed folders (`_ARCHIVE`, `_GFX`, `_PULLS`, …) are never treated as shots or plates. --- ### Episodic vs. Standard productions | | Episodic | Standard | |---|---|---| | Shot code format | `{SHOW}_{EP}_{SCENE}_{NUM}` | `{SHOW}_{SCENE}_{NUM}` | | Shot Builder | Episode dropdown → Shot dropdown | Scene dropdown → Shot dropdown | | Footage path | `{footageRoot}/{showId}/{EPISODE}/` | `{footageRoot}/{showId}/{SCENE}/` | | Export path | `{exportRoot}/{showId}/{SHOT_CODE}/` | same | | Delivery subfolder | `DELIVERY/{EPISODE}/…` | `DELIVERY/{SCENE}/…` | --- ## Migrating an existing project (e.g. UNG) If you previously set `exportRoot = V:/_EXPORTS/UNG`, update it to `V:/_EXPORTS`. The code now appends `/{showId}/` automatically, so `V:/_EXPORTS/UNG/…` is still produced — no files need to move. Same applies to `footageRoot`: change `V:/_FOOTAGE/UNG` → `V:/_FOOTAGE`. --- ## New production checklist 1. Create `/{SHOW_ID}/[{EPISODE_CODE}/]{SHOT_CODE}/` — episode level for episodic shows only, never a scene level — and place each plate in its own `{SHOT_CODE}_{ELEM}_{VER}/` folder inside it. 2. `/{SHOW_ID}/` is created automatically on first render. 3. Add the project to the VFXReview server with the correct **Show ID** set. 4. Open the panel in After Effects, click **⚙**, enter the Server URL, API Token, bare `exportRoot`, and bare `footageRoot`, then click **Save**. 5. The **Project** dropdown will populate automatically. Select the production and the episode/scene list will load. | Variable | Default | Description | |---|---|---| | `TOKEN` | `am3O0PWU…` | Bearer token used to authenticate all API requests | | `BASE_URL` | `https://review.twotalesvfx.com` | Base URL of the VFXReview platform | | `PROJECT_CODE` | `UNG_S1` | Project identifier used in all API endpoints | | `EXPORT_ROOT` | `V:/_EXPORTS/UNG` | Root path where rendered outputs are written | | `FOOTAGE_ROOT` | `V:/_FOOTAGE/UNG` | Root path where source EXR footage sequences live | | `BANNER_IMAGE_PATH` | `V:/VFXReviewConnector/banner.png` | Optional banner image displayed at the top of the panel | --- ## Panel Layout The panel is divided into seven sections: 1. **Shot Builder** — Episode/shot selection and comp creation 2. **Render Pipeline** — Queue Export, status polling, retry, regenerate previews 3. **QC** — Technical QC queue for rendered exports 4. **Actions** — Per-shot and batch operations 5. **Workspace** — One-time project initialisation 6. **Color Space** — OCIO effect management 7. **Status** — Live feedback, plus Diagnostics and the last report --- ## Shot Builder ### Episode Dropdown Populated automatically on panel load by calling `GET /api/ext/projects/{PROJECT_CODE}/episodes`. Each item stores the episode label (e.g. `UNG_106`) and the raw API episode value used for subsequent shot queries. ### Shot Dropdown Populated when an episode is selected by calling `GET /api/ext/projects/{PROJECT_CODE}/shots?episode={value}`. Displays shot codes (e.g. `UNG_106_010_020`). ### Build Shot Constructs a full shot composite in the open AE project from the episode and shot selected in the dropdowns. **Process:** 1. Calls the shot lookup API to retrieve metadata (description, notes, episode, scene, etc.). 2. If a comp with the shot code already exists, updates its overlay instead of rebuilding. 3. Scans `FOOTAGE_ROOT/{episodeCode}/` for subfolders matching `{shotCode}_*` and imports each as an EXR image sequence at 24 fps. 4. Creates a `{shotCode}_FOOTAGE` precomp containing all imported sequences, each with an OCIO Color Space Transform effect added (disabled by default). 5. Creates the main `{shotCode}` comp and places the footage precomp inside it. 6. If a `_SHOW LUT` comp exists in the project, adds it as a collapsed layer on top. 7. Calls **Add Overlay** logic to attach the `UNG_VFX_OVERLAY` comp. 8. Organises items into `__SHOTS/{episodeCode}`, `_FOOTAGE_4K`, and `_PRECOMPS` project folders. If any step fails, the status line names the stage and a copyable report opens — see [Diagnostics and logging](#diagnostics-and-logging). --- ## QC Technical QC on the **rendered EXRs**, not the H.264 preview — the point is catching mask slips, export glitches and metadata faults at full resolution. QC is per-export: a new export always needs new QC. | Control | Behaviour | |---|---| | **Load QC Queue** | Lists every export in `READY_FOR_QC` for the selected project, oldest first. Entries flagged with a warning count had a non-blocking validation warning worth a closer look. | | **Open Render** (or double-click) | Imports that export's actual EXR sequence into a `QC_{shot}_{version}` comp at full res and opens it. Re-selecting an already-imported shot just reopens the comp. | | **Notes** | Sent with the decision. Optional on pass; a fail with no notes asks for confirmation, because the artist only sees what you write here. | | **QC Pass** | Marks the version **ready for delivery** and nothing else — nothing is shared to the client, no approval state changes, no task moves. | | **QC Fail** | Sets the export to `QC_FAILED` and the comp task to **CHANGES**. The artist fixes and queues a new version; the old export is superseded. | Passing an export is what makes it eligible for a delivery package on the web app's **Pipeline → Deliveries** page. --- ## Actions ### Refresh Updates the **Status** panel to show the current count of selected `CompItem`s. Has no effect on the project. --- ### Fix Comp Names Renames selected comps so their names match the shot code extracted from their current name. - Shot codes are read by anchoring on the selected project's showId — see [Shot Code Convention](#shot-code-convention). - If a comp name contains a valid shot code but has extra text, it is trimmed to the code only. - Wrapped in an undo group. --- ### Add Overlay Adds or updates the `UNG_VFX_OVERLAY` comp as a layer on each selected comp (or the active comp if nothing is selected). **Process:** 1. Looks up each shot via the API to confirm it exists. 2. If the overlay layer is not already present, adds the `UNG_VFX_OVERLAY` comp and moves it to the top of the layer stack. 3. Sets two Essential Properties on the overlay layer: - **DATE** — today's date in `YYYY/MM/DD` format. - **SHOT NAME** — `{shotCode}_cmp_TT_v001`. 4. Reports how many overlays were added vs. updated vs. skipped. 5. Wrapped in an undo group. **Requirement:** A comp named `UNG_VFX_OVERLAY` must exist in the project. --- ### Build Preview Creates a `{shotCode}_PREVIEW` comp for each selected (or active) comp using a standardised export template. **Process:** 1. Duplicates the `UNG_EXPORT_TEMPLATE` comp and names the copy `{shotCode}_PREVIEW`. 2. Moves the copy into the `_PREVIEWS` project folder if it exists. 3. Replaces the `SHOT` and `THUMBNAIL` layers with the shot comp. 4. Populates the `NETFLIX_SLATE` Essential Properties: - Shot name (`{shotCode}_cmp_TT_v001`) - Date, Description, Notes, Shot Code, Episode, Scene, Frame count 5. Adjusts the preview comp duration to match the shot comp duration. 6. Wrapped in an undo group. **Requirements:** - `UNG_EXPORT_TEMPLATE` comp must exist in the project. - Shot metadata must be available from the API. --- ### Queue EXR Queues each selected comp for EXR sequence render using the **EXR Sequence** output module template. **Process:** 1. Looks up each shot via the API to get the `exrOutput` filename stem. 2. Sets the comp's display start frame to `1001`. 3. Disables any layers named `UNG_VFX_OVERLAY` or `_SHOW LUT` in the comp. 4. Ensures the output folder `EXPORT_ROOT/{shotCode}/` exists. 5. Queues the comp with output path `{folderPath}/{exrOutput}.[#####].exr`. 6. Wrapped in an undo group. **Requirement:** The `EXR Sequence` output module template must be configured in AE preferences. --- ### Queue MP4 Queues a preview render for each selected (or active) comp as an MP4 file. - Uses the **REVIEW_PREVIEW** output module template. - Output path: `EXPORT_ROOT/{shotCode}_cmp_TT_v001.mp4` - Automatically calls **Build Preview** first if a `{shotCode}_PREVIEW` comp does not exist. - Updates the overlay on the main shot comp before queuing. - Wrapped in an undo group. **Requirement:** The `REVIEW_PREVIEW` output module template must be configured in AE preferences. --- ### Queue MOV Identical to Queue MP4 but uses the **4444 Tri** output module template and writes a `.mov` file. - Output path: `EXPORT_ROOT/{shotCode}_cmp_TT_v001.mov` **Requirement:** The `4444 Tri` output module template must be configured in AE preferences. --- ### Import Renders Imports rendered EXR sequences for the active/selected shot comp from the shared renders folder. **Process:** 1. Resolves the renders folder at `X:/shared_projects_2026/UNGO_VFX/production/renders/{shotCode}`. 2. Iterates subfolders first (separate render passes/layers), importing each as an EXR sequence at 24 fps. Falls back to sequences directly in the root folder. 3. Adds each imported footage item to the `_RENDERS` project folder. 4. Adds all footage as layers to the target comp and applies the **Extractor** effect to each layer. 5. Pre-composes all added layers into a single `{shotCode}_RENDER` comp. 6. Wrapped in an undo group. --- ### Pull Picture Lock Imports a picture-lock (offline cut) video file and trims it to the correct sequence timecode range for the shot, including handles. **Process:** 1. Calls the API to retrieve `seqTimecodeStart` and `seqTimecodeEnd` for the shot. 2. Searches the `_PICLOCKS` project folder for already-imported footage matching the episode prefix — `{showId}_{episode}` on episodic shows (e.g. `UNG_106`), plain `{showId}` on standard ones. 3. If not found, scans `FOOTAGE_ROOT/_PICLOCKS/` for a file matching `{episodePrefix}_*` and imports it. 4. Calculates the in/out offsets from the sequence timecodes relative to the piclock's start (assumed `01:00:00:00` / 3590 s unless embedded timecode is available), with **±8 frame handles**. 5. Adds the piclock footage as a layer at the top of the comp, scales it to fill the frame, and sets `startTime`, `inPoint`, and `outPoint` to isolate the correct range. 6. Wrapped in an undo group. **Requirement:** Shot must have `seqTimecodeStart` and `seqTimecodeEnd` populated in the VFXReview database. --- ## Workspace ### Initialise Workspace One-time setup that creates the standard project folder hierarchy, imports the slate/overlay template AEP, and configures color settings. **Folder structure created:** ``` __SHOTS/ UNG_101/ UNG_102/ … UNG_117/ _PREVIEWS/ _PRECOMPS/ _PICLOCKS/ _FOOTAGE_4K/ _STOCK/ _RENDERS/ _UTILITIES/ ``` **Template import:** Imports `X:/shared_projects_2026/UNGO_VFX/production/working_files/UNG_VFXOVERLAY_SLATE_TEMPLATE.aep` as a project merge. **Color settings (applied outside the undo group):** - Sets project bit depth to **32-bit**. - Enables color management via `app.project.colorSettings.enabled`. - Attempts to set the working color space to **ACES 1.2** by searching the available space list. Falls back to `"ACES - ACES2065-1"` if the list API is unavailable. If the scripting API does not support this, a message prompts manual configuration. --- ## Color Space ### Add OCIO to Footage Layers Adds an **OCIO Color Space Transform** effect (disabled) to every footage layer in each selected (or active) comp. - Only targets `FootageItem` layers backed by a `FileSource` (skips solids, comps, etc.). - Sets the **Output Color Space** property to index `93`. - The effect is added in a disabled state so it can be enabled selectively during grading. - Wrapped in an undo group. --- ## API Reference All HTTP calls use `system.callSystem` with `curl`. Requests include: ``` Authorization: Bearer {TOKEN} Accept: application/json ``` | Endpoint | Method | Description | |---|---|---| | `/api/ext/projects/{PROJECT_CODE}/episodes` | GET | List all episodes for the project | | `/api/ext/projects/{PROJECT_CODE}/shots?episode={value}` | GET | List shots for a given episode | | `/api/ext/shots/lookup?shotCode={code}&projectCode={code}` | GET | Retrieve full metadata for a single shot | ### Shot Metadata Fields Used | Field | Used By | |---|---| | `shotCode` | All operations — canonical identifier | | `exrOutput` | Queue EXR — filename stem for EXR renders | | `description` | Build Preview — slate Description property | | `notes` | Build Preview — slate Notes property | | `episode` | Build Preview — slate Episode property | | `scene` | Build Preview — slate Scene property | | `seqTimecodeStart` | Pull Picture Lock — in-point calculation | | `seqTimecodeEnd` | Pull Picture Lock — out-point calculation | --- ## Shot Code Convention Shot codes are the project's **showId** followed by three-digit tokens: | Project type | Pattern | Example | |---|---|---| | Episodic | `{showId}_{episode}_{scene}_{shot}` | `UNG_106_010_020` (showId `UNG`) | | Standard | `{showId}_{scene}_{shot}` | `DH2_VFX_027_010` (showId `DH2_VFX`) | The showId is **not** always three letters and may itself contain underscores, so codes are parsed by stripping the known showId prefix — never by counting underscores or matching a fixed `AAA_` pattern. Everything after the showId is three digits per token. Episode codes follow `{showId}_{episode}` (e.g. `UNG_106`). --- ## Required Project Assets The following comps/items must exist in the AE project for certain features to work: | Name | Type | Required By | |---|---|---| | `UNG_VFX_OVERLAY` | Comp | Add Overlay, Build Preview, Queue MP4/MOV | | `UNG_EXPORT_TEMPLATE` | Comp | Build Preview, Queue MP4/MOV | | `_SHOW LUT` | Comp | Build Shot (optional — applied if present) | | `_PREVIEWS` | Folder | Build Preview (optional — used if present) | | `_PRECOMPS` | Folder | Build Shot (optional — used if present) | | `_FOOTAGE_4K` | Folder | Build Shot (optional — used if present) | | `_RENDERS` | Folder | Import Renders (optional — created if absent) | | `_PICLOCKS` | Folder | Pull Picture Lock (optional — created if absent) | | `__SHOTS` | Folder | Build Shot / Initialise Workspace | --- ## Output Module Templates Required These must be created in **After Effects > Edit > Templates > Output Module** before using the corresponding queue buttons: | Template Name | Used By | Format | |---|---|---| | `EXR Sequence` | Queue EXR | OpenEXR image sequence | | `REVIEW_PREVIEW` | Queue MP4 | H.264 / MP4 | | `4444 Tri` | Queue MOV | ProRes 4444 / MOV | --- ## Status Panel The **Status** panel at the bottom of the UI shows two lines: - **Line 1** — Number of currently selected `CompItem`s. - **Line 2** — Result or progress message from the last operation. Both lines are updated throughout batch operations so progress is visible in real time. Below them are two buttons: - **Diagnostics** — runs the environment self-test described below. - **Show Last Report** — re-opens the trace from the last button pressed. --- ## Versions The panel's version is the `PANEL_VERSION` constant at the top of `VFXReviewConnector.jsx`. It appears in the panel title, in every diagnostics report, and is sent to the server when the panel loads. **Pipeline → Machines → Deployed tool versions** then shows which version each workstation is running, alongside the render workers. Anything behind the newest version seen for that tool is flagged `→ rebuild to vX` — so updating one machine is what surfaces the ones still to do. No expected-version list to keep in sync; the newest thing reporting in is the benchmark. **Bump `PANEL_VERSION` whenever you copy the .jsx to a workstation.** If two machines report the same version but behave differently, one of them was copied without the bump. --- ## Diagnostics and logging Every button press is traced: what it tried, in what order, with the paths and HTTP codes it was working with. The trace goes to an in-memory buffer and to a log file, and it is shown automatically when something fails. **Log file:** `%APPDATA%/VFXReviewConnector/connector.log` (next to `config.json`). It is truncated once it passes 1 MB, so it can always be pasted into a message. The API token is never written to it — only whether one is set. ### When Build Shot fails The status line now names the stage it failed at, and a scrollable report opens with the whole trace. The stages, and what each one means: | Stage | Meaning | Usual fix | |---|---|---| | `project` | No project selected in the panel | The project dropdown is empty because the server URL or token is wrong | | `shot lookup` | The server returned no shot record | Report shows the HTTP code: `0` = server unreachable, `401/403` = bad token, `404` = shot not in that project | | `configuration` | Footage Root is blank in Settings | Settings are **per-machine**; a fresh workstation starts blank | | `footage folder` | The show/episode folder does not exist here | Report names the deepest folder that *does* exist — usually an unmapped drive or a different drive letter/UNC on that machine | | `plate folders` | Folder exists, no plates for that shot code | Report lists the folders that *are* there, so a naming mismatch is visible | | `plate import` | Plate folders matched but held no importable EXRs | Report lists each folder's contents (`n .exr, n other files`) | | `comp creation` | After Effects threw while building the comps | Not a path or server problem — the AE error text is in the report | | `unexpected error` | Anything thrown that was not anticipated | Report carries the error text, line number and stack | Non-fatal conditions are traced too rather than passing silently: a missing `_SHOW LUT`, an overlay that could not be applied, a missing `__SHOTS/{group}` folder. ### Diagnostics button Checks everything Build Shot depends on **without building anything**, so a workstation can be cleared before an artist is blocked. It verifies: 1. `curl.exe` is present and runnable (every server call goes through it). 2. Server URL and API token are set, and `GET /api/ext/projects` succeeds. 3. Footage Root resolves to a folder that exists, and lists the plate folders found for the currently selected shot. 4. Export Root resolves to a folder that exists. 5. The shot lookup succeeds for the currently selected shot. 6. The open AE project has `UNG_VFX_OVERLAY`, `UNG_EXPORT_TEMPLATE`, `_SHOW LUT`, and the `__SHOTS` / `_FOOTAGE_4K` / `_PRECOMPS` / `_PREVIEWS` folders. Each failure is reported as a `PROBLEM` line with the offending path or HTTP response, and the report ends with a problem count. ### Errors that used to be invisible ScriptUI silently swallows exceptions thrown inside a button handler, so a hard failure looked like a button that did nothing at all. Every handler is now wrapped: anything thrown is caught, logged with its line number and stack, shown in the status line, and surfaced in the report dialog.