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vfxreview/VFXReviewConnector.md
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twotalesanimation a4f8226f3f feat(pipeline): report deployed tool versions from the tools themselves
"What is running where" was answerable only by asking someone. Each tool
now reports its own version on startup into a ToolVersion registry, shown
on Pipeline → Machines.

The worker's version moves out of config.json and into the assembly:
a hand-maintained string on each machine is exactly the thing that goes
stale, and a machine reporting a version it is not running is worse than
no version at all. publish.ps1 stamps the git SHA via SourceRevisionId,
so a deployed exe traces back to a commit (1.1.0+feb1c7b).

The panel gains PANEL_VERSION, shown in its title and every diagnostics
report, and pings on load.

Staleness is derived rather than declared: the newest version seen for a
tool is the benchmark, so updating one machine is what flags the rest.
There is no expected-version list to keep in sync — which would have been
one more thing to forget.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-13 15:13:44 +02:00

509 lines
22 KiB
Markdown

# 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) |
---
## 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
```
**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 `<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.
2. `<Export Root>/{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.