

Passing control values to a render function in an optimal manner, rendering the vignette.Īdding a control for vignette centre point, creating transformation matrix and making sure our vignette can be repositioned. Repurposing template Skeleton project for our vignette plugin.

Understanding and optimizing processing time. Modern C++ additions and how using the makes C++ code easier to read and write. Crossplatform development and compiler directives. Private and public members – methods and properties. C memory management.Ĭ++ primer: Difference between C and C++. Creating custom types and why it’s important for plugin development. A few words about Adobe Technology Program.Ĭ primer: Overall structure of C programs and libraries source code. Differences between debug and release versions. Compiling a sample plugin to get started, basic debugging. Hardware and software requirements for crossplatform development. You can find his plug-ins and scripts on his website - Class Listing Among other things he's an Adobe Certified Expert in Premiere Pro and an author of a few useful Premiere and After Effects tools that you might already be using without even knowing it. Previous C/C++ knowledge is not required, though some experience with any programming or scriptingīart Walczak wears many creative hats - an editor, a vfx artist, a developer. Through SDK documentation, and even make inroads into GPU processing with CUDA and OpenCL. We will delve into 8bit, 16bit and 32bit processing in RGB and YUV color spaces, make our way Will learn enough to leverage the sample projects that come with Adobe’s SDKs to create our own vignetteĮffect. Even though C/C++ development is indeed more complex than scripting or writing expressions, we In this course we will tackle the hard core topic of plugin development for Adobe Premiere and Adobe AfterĮffects.
