Build QC Review Session (QC section) makes a QC_{shot}_{version} comp
for every shot in the project's QC queue. The export sits over its
earlier versions and plates, and only the export and the main plate are
switched on. Each scene also gets a continuous edit, cut to the edit
with the handles trimmed, and a contact sheet. QC Pass/Fail now act on
the shot comp in the viewer, the selected shot in a scene comp, or the
shot under the playhead in a scene edit, and label the result
green/red. The QC queue now also returns seqTimecodeStart, handleHead
and handleTail.
Compare Versions now lines versions up by EXR timecode, then by file
frame number. It used to use Export.frameStart, which is
timecode-anchored, not 1001-based.
Also includes Keep AEP (panel 2.9.0): Queue Export saves a reduced
.aep copy in each export's version folder.
Panel 2.10.0. Not yet run in After Effects.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
34 KiB
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:
- Path Mappings, if configured — format
//SAN/=V:/_EXPORTS/, several separated by;. - The server path as given — correct when
render.outputRootis already a path this machine can reach. - 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 <Export Root>/{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.
<Export Root>/
└── {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 <Footage Root>/{SHOW_ID}/. Configure footageRoot as the bare root (e.g. V:/_FOOTAGE).
<Footage Root>/
└── {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
Frame rate
Comps are built at the shot record's fps, and plates are conformed to it.
That value is the show's delivery rate and the authority; a plate's own rate is
whatever happens to be on disk.
fps defaults to 24 when a shot is created, so check it after importing a
show that is not 24 — every shot carries its own value, and a wrong one
produces comps at the wrong rate, plates conformed to the wrong speed, and
timecode-to-frame sums that are quietly off.
A plate at a whole-number multiple of the show rate (50 fps on a 25 fps show) is a deliberate over-crank and is conformed as intended. Validation reports the difference either way, saying which of the two it looks like.
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
- Create
<Footage Root>/{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. <Export Root>/{SHOW_ID}/is created automatically on first render.- Add the project to the VFXReview server with the correct Show ID set.
- Open the panel in After Effects, click ⚙, enter the Server URL, API Token, bare
exportRoot, and barefootageRoot, then click Save. - 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:
- Shot Builder — Episode/shot selection and comp creation
- Render Pipeline — Queue Export, status polling, retry, regenerate previews, increment shot version
- QC — Technical QC queue for rendered exports
- Actions — Per-shot and batch operations
- Workspace — One-time project initialisation
- Color Space — OCIO effect management
- 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:
- Calls the shot lookup API to retrieve metadata (description, notes, episode, scene, etc.).
- If a comp with the shot code already exists, updates its overlay instead of rebuilding.
- Scans
FOOTAGE_ROOT/{episodeCode}/for subfolders matching{shotCode}_*and imports each as an EXR image sequence, conformed to the shot's frame rate. - Creates a
{shotCode}_FOOTAGEprecomp containing all imported sequences, each with an OCIO Color Space Transform effect added (disabled by default). - Creates the main
{shotCode}comp and places the footage precomp inside it. - Anchors both comps on the plate's start timecode — see Start timecode.
- If a
_SHOW LUTcomp exists in the project, adds it as a collapsed layer on top. - Calls Add Overlay logic to attach the
UNG_VFX_OVERLAYcomp. - Organises items into
__SHOTS/{episodeCode},_FOOTAGE_4K, and_PRECOMPSproject folders.
If any step fails, the status line names the stage and a copyable report opens — see Diagnostics and logging.
Start timecode
Neither comp starts at 00:00:00:00. Both are anchored on the plate's own start
timecode, taken from the first source that has one:
| Rank | Source | Notes |
|---|---|---|
| 1 | The first EXR's header | The timeCode attribute, or timeCodeString where the packed one is absent. Read straight off disk — no pixel decode, and no dependency on what AE chose to expose. |
| 2 | AE's footage metadata | What "New Comp from Selection" would have inherited. |
| 3 | API timecodeStart less handleFrames |
The convention Set Start Timecode uses. Last resort: the API stores the editorial in-point, which is a handle-length ahead of the plate by design. |
This is the same ranking the render worker's validation uses (RenderPipeline2 §8.1a), so a comp is anchored on exactly the value its EXRs are later checked against — a shot built from rank 3 and validated against rank 1 is how a timecode desync gets into a delivery.
The status line and the diagnostics log both name the rank that was used, e.g.
start frame 864108 from EXR timecode 10:00:04:12. A plate carrying no timecode
in any rank leaves the comp at 00:00:00:00 and says so.
Render Pipeline
Queue Export
Saves the project, builds the render manifest from the selected comp and the shot record, and submits it to the farm.
| Option | Effect |
|---|---|
| Urgent | Priority 20 — claimable outside the render window, ahead of normal jobs |
| No preview | Renders the EXRs but builds no preview, inheriting the previous export's MOV, review MP4 and thumbnail |
| Keep AEP | Saves a reduced copy of the project in the export's version folder (see below) |
No preview exists for deliverables framed differently from the review — unscaled or un-punched-in EXRs. A preview rebuilt from those frames would be the wrong picture, while the earlier export's MOV is already correct, so it carries over instead. The export still goes through QC, and the delivery package still gets a MOV.
Leave it unticked for an ordinary submission: the preview is what QC and the client review see.
Export AEP (Keep AEP)
With Keep AEP ticked (the default, remembered per machine), every export keeps a copy of the project it was queued from, so the exact comp behind a render can be reopened later:
{version folder}/{shotCode}_cmp_TT_{version}.aep e.g. .../UNG_102_019_010/v005/UNG_102_019_010_cmp_TT_v005.aep
- The copy is reduced to the exported comp and everything it uses (nested comps, footage, solids). Everything else in the project is dropped.
- Nothing is collected. Plates and EXRs stay where they are and the copy links to them by path, so it stays a few MB.
- It is saved after the export is submitted, into the same version folder the
farm renders into. The worker only reads and clears
*.exrfiles there, so the.aepis never touched. Re-queuing the same version overwrites it, just as the render overwrites the EXRs. - AE can only reduce the open project, so the panel does Save As, Reduce Project, Save, and then reopens your project. Your project was saved first and is never changed, but the reopen clears undo. Untick Keep AEP to skip it.
- The copy is the project as it was when you queued. The farm still renders your working AEP, so a save made before the job starts goes into the render but not into the copy.
- Reduce Project keeps only comps that are used as layers. An expression that
points at a comp with
comp("Name"), where that comp isn't nested anywhere, will break in the copy.
If the copy can't be saved, the export is still queued and the status line says
AEP not saved: … with the reason.
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. |
| Compare Versions | Opens the QC comp and stacks earlier versions of the shot under the export, one layer each (v003, v002…), lined up by EXR timecode (or frame number). Solo a layer to see that version, or set the top layer to Difference to see exactly what changed. With more than one earlier version, a dialog lets you untick the ones you don't need. Versions already in the comp are skipped. |
| Build QC Review Session | Lays out the whole project's QC pass in one go. Every shot in the queue gets its QC_{shot}_{version} comp, and each scene gets an edit and a contact sheet. See QC review session below. |
| 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. |
Where Compare Versions looks: next to the export's own render folder (resolved
as for Open Render), in both on-disk layouts. That means farm version folders
({shot}/v002/, {shot}/v003/…) and the older flat folder with
{shot}_cmp_TT_{ver}.#####.exr side by side. Only versions numbered below the
export's are used. If earlier exports were written under a different root (see
More than one on-disk convention), they won't be found.
QC review session
Build QC Review Session loads the queue for the selected project. A dialog
lists its scenes. Ctrl-click a scene to leave it out, or untick Also import
earlier versions. Everything is built in one undo step, under
QC_SESSION_{project} in the Project panel:
| Item | What it is |
|---|---|
{scene}/shots/QC_{shot}_{version} |
One comp per shot, reusing the comp from Open Render if there is one. The export sits on top, earlier versions under it (v003, v002…), and the shot's plates at the bottom, found as Build Shot finds them. Only the export and the main plate (the longest) are switched on. |
{scene}/QC_EDIT_{scene} |
The scene's shot comps as one continuous edit. Each shot is cut to the edit, with the handles the render carries trimmed off, and has a layer marker with its name. |
{scene}/QC_CONTACT_{scene} |
Every shot of the scene in a grid, each starting at its cut in, with its name under it. |
_footage |
The EXR sequences it imported. Plates already in the project are reused, not imported again. |
A scene is the shot record's scene, which is not always the scene in the shot
code. Episodic shows group by episode too (UNG_109_SC013), and standard ones
by show (DH2_VFX_SC033). Shots run in sequence-timecode order when every shot
in the scene has one, and in shot-code order otherwise. Only the newest queued
version of a shot gets a comp; older queued versions appear as earlier versions
in it.
Plates and earlier versions are lined up with the export by EXR timecode. A timecode more than a shot's length away is ignored, because a shot's elements can carry unrelated camera timecodes. The file frame number is used next, then the export's first frame. Exports from before handles were recorded have no handle count, so they play in full in the edit, and the status line counts them.
Running the button again adds anything new to the shot comps and rebuilds the scene edits and contact sheets from scratch. Don't do your own work in those two comps.
Approving from the session. QC Pass and QC Fail act on the shot in front of you, without finding it in the list:
- the
QC_{shot}_{version}comp in the viewer, or - the shot layer (or its label) selected in a scene edit or contact sheet, or
- with nothing selected in a scene edit, the shot under the playhead.
The confirmation names the shot, and a fail with notes is confirmed too when it came from the viewer. If a scene comp is active and no shot is picked, nothing is sent. Pick a shot, or switch to another comp to use the list selection. After a decision, that shot's comp and its layers in the scene comps are labelled green (pass) or red (fail).
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 CompItems. 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.
- 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:
- Looks up each shot via the API to confirm it exists.
- If the overlay layer is not already present, adds the
UNG_VFX_OVERLAYcomp and moves it to the top of the layer stack. - Sets two Essential Properties on the overlay layer:
- DATE — today's date in
YYYY/MM/DDformat. - SHOT NAME —
{shotCode}_cmp_TT_v001.
- DATE — today's date in
- Reports how many overlays were added vs. updated vs. skipped.
- 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:
- Duplicates the
UNG_EXPORT_TEMPLATEcomp and names the copy{shotCode}_PREVIEW. - Moves the copy into the
_PREVIEWSproject folder if it exists. - Replaces the
SHOTandTHUMBNAILlayers with the shot comp. - Populates the
NETFLIX_SLATEEssential Properties:- Shot name (
{shotCode}_cmp_TT_v001) - Date, Description, Notes, Shot Code, Episode, Scene, Frame count
- Shot name (
- Adjusts the preview comp duration to match the shot comp duration.
- Wrapped in an undo group.
Requirements:
UNG_EXPORT_TEMPLATEcomp 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:
- Looks up each shot via the API to get the
exrOutputfilename stem. - Sets the comp's display start frame to
1001. - Disables any layers named
UNG_VFX_OVERLAYor_SHOW LUTin the comp. - Ensures the output folder
EXPORT_ROOT/{shotCode}/exists. - Queues the comp with output path
{folderPath}/{exrOutput}.[#####].exr. - 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}_PREVIEWcomp 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:
- Resolves the renders folder at
X:/shared_projects_2026/UNGO_VFX/production/renders/{shotCode}. - 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.
- Adds each imported footage item to the
_RENDERSproject folder. - Adds all footage as layers to the target comp and applies the Extractor effect to each layer.
- Pre-composes all added layers into a single
{shotCode}_RENDERcomp. - 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:
- Calls the API to retrieve
seqTimecodeStartandseqTimecodeEndfor the shot. - Searches the
_PICLOCKSproject folder for already-imported footage matching the episode prefix —{showId}_{episode}on episodic shows (e.g.UNG_106), plain{showId}on standard ones. - If not found, scans
FOOTAGE_ROOT/_PICLOCKS/for a file matching{episodePrefix}_*and imports it. - 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. - Adds the piclock footage as a layer at the top of the comp, scales it to fill the frame, and sets
startTime,inPoint, andoutPointto isolate the correct range. - Wrapped in an undo group.
Requirement: Shot must have seqTimecodeStart and seqTimecodeEnd populated in the VFXReview database.
Workspace
Per-project templates
Each show has its own template AEP — its overlay, slate/export template and, most importantly, its show LUT. These are configured per project on the web app under Project → Settings → Pipeline, not in the panel, because the render farm's headless preview build reads the same values: if the two disagreed, a farm preview would be quietly the wrong colour.
| Setting | Purpose |
|---|---|
| Template project (.aep) | Imported by Initialise Workspace and by every headless preview build |
| Renders root | Where per-shot pre-renders live; the panel appends the shot code (Import Renders) |
| Overlay / Slate / LUT comp | Only needed when a template departs from the naming convention |
Comp names default to a convention derived from the show ID:
{showId}_VFX_OVERLAY, {showId}_EXPORT_TEMPLATE, _SHOW LUT. A show whose
template follows the pattern needs no comp configuration at all — leave the
fields blank and they follow the convention, including any later change to it.
Initialise Workspace
One-time setup that creates the standard project folder hierarchy, imports the slate/overlay template AEP, and configures color settings.
Works for any project: the episode folders and the template both come from the selected project rather than being fixed to one show.
Folder structure created:
__SHOTS/
{EPISODE_CODE}/ ← one per episode, from the project's episode list
… (episodic shows only; standard shows get none)
_PREVIEWS/
_PRECOMPS/
_PICLOCKS/
_FOOTAGE_4K/
_STOCK/
_RENDERS/
_UTILITIES/
Episodes come from GET /api/ext/projects/{code}/episodes. If a show has none
entered yet, the folders found under its footage root are used instead, so the
button still does something useful on day one.
Template import: Imports the project's Template project (.aep) as a project merge — see Per-project templates. If none is configured the folders and colour settings are still applied, and the status line says the template was not set.
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
FootageItemlayers backed by aFileSource(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
CompItems. - 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:
curl.exeis present and runnable (every server call goes through it).- Server URL and API token are set, and
GET /api/ext/projectssucceeds. - Footage Root resolves to a folder that exists, and lists the plate folders found for the currently selected shot.
- Export Root resolves to a folder that exists.
- The shot lookup succeeds for the currently selected shot.
- The open AE project has
UNG_VFX_OVERLAY,UNG_EXPORT_TEMPLATE,_SHOW LUT, and the__SHOTS/_FOOTAGE_4K/_PRECOMPS/_PREVIEWSfolders.
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.