Ae flag
Author: m | 2025-04-24
Download 3D Flag AE latest version for Windows free to try. 3D Flag AE latest update: Novem
AE Zaxwerks 3D Flag V4 AE
I am trying to automate the rendering of a very large number of projects (5-15k), however on mac, whenever I use the -reuse flag (since restarting aerender every time becomes untenably slow, where %95 of per project render time is aerender opening and closing aerendercore/whatever render engine is being used). Trying to launch with a simple test project from terminal:% ./aerender -project ~/Desktop/test.aep -comp Comp 1 -output ~/Desktop/sap_out/out\[####\].tiff -reuseaerender version 22.6x64aerender ERROR -1712: AESend failed to send apple event at line 939Where test.aep is just a comp with a single solid layer, although that doesn't matter since it obviously fails way before it ever connects to AE. I've made sure that an instance of AE is running (I've tried both render engine and normal), I've enabled automation of AE in privacy settings (and full disk access, just in case), and nevertheless the problem persists. This error appears to be propagating from a call to connect with applescript, since the "-1712" (connection timeout) is an error I can reproduce using osascript by trying to connect to aerendercore directly (which I suspect is not officially supported behaviour). I have tried downgrading to the version 22.5, but that fails with an older syntax error invalid flag: -reuse bug. Any help as promptly as possible would be GREATLY appreciated! I'm currently resorting to rendering without the reuse flag which is ~20x slower than it should be.SYSTEM:MacBook Pro 16 M1 Pro 10 Core | Mac Mini M1 Pro 6 CoreMontery 12.6 Download 3D Flag AE latest version for Windows free to try. 3D Flag AE latest update: Novem This is unfortunately a workaround to restrict who can be affected by Soul Mark, as many non-unique NPCs have a 'Respawnable' flag that really messes up how things work (but this flag is basically only on non-unique NPCs anyways).This does however mean that you can use PlaceAtMe to add copies of any NPC and apply Soul Mark to them, provided the base NPC is considered unique.Q: These goons are blocking my way.A: For SE, I recommend Disable Follower Collision (AE Alternative: I'm walkin' here NG, although it still seemingly has a good amount of collision...)Q: These goons are disappearing from where I put em.A: NPC Lookup for SE - AE alternative Where Are You to track NPCs.Q: AE/SE?A: While SE is the version I run and officially support, this is simply scripts + ESL'd ESP file, so it should have no issues for AE as well. Nazeem gives up.---- Conflicts and Side Effects ---This mod by default increases the global amount of iMaxSummonedCreatures to... you guessed it, 100. While that is to support the extremely rare case of an enemy destroying all 100 Soul Marked targets, it does mean that they can also cast that many summons as well - in my local game though, I've never seen them do any more than 2 though, so it likely won't happen without some combat AI overhaul, assumedly. This also does mean anything that overrides this value will diminish the effect of enemies reanimating Soul Marked targets, as they'll have the chance to hit the summon cap early.This also means the player has the side effect of having up to 100 summons (technically more), but if you're using this mod, I assume you'll handle gameplay balance on your end.As Soul Marked targets are handled by a quest, you should be careful not to uninstall a follower mod that's been added to the Soul Mark handler before toggling Soul Mark off of the follower.From a technical perspective, this mod sets the reanimated targets as 'Alive' to have quest packages take effect. You may find them to not respond to things such as Turn/HealComments
I am trying to automate the rendering of a very large number of projects (5-15k), however on mac, whenever I use the -reuse flag (since restarting aerender every time becomes untenably slow, where %95 of per project render time is aerender opening and closing aerendercore/whatever render engine is being used). Trying to launch with a simple test project from terminal:% ./aerender -project ~/Desktop/test.aep -comp Comp 1 -output ~/Desktop/sap_out/out\[####\].tiff -reuseaerender version 22.6x64aerender ERROR -1712: AESend failed to send apple event at line 939Where test.aep is just a comp with a single solid layer, although that doesn't matter since it obviously fails way before it ever connects to AE. I've made sure that an instance of AE is running (I've tried both render engine and normal), I've enabled automation of AE in privacy settings (and full disk access, just in case), and nevertheless the problem persists. This error appears to be propagating from a call to connect with applescript, since the "-1712" (connection timeout) is an error I can reproduce using osascript by trying to connect to aerendercore directly (which I suspect is not officially supported behaviour). I have tried downgrading to the version 22.5, but that fails with an older syntax error invalid flag: -reuse bug. Any help as promptly as possible would be GREATLY appreciated! I'm currently resorting to rendering without the reuse flag which is ~20x slower than it should be.SYSTEM:MacBook Pro 16 M1 Pro 10 Core | Mac Mini M1 Pro 6 CoreMontery 12.6
2025-04-22This is unfortunately a workaround to restrict who can be affected by Soul Mark, as many non-unique NPCs have a 'Respawnable' flag that really messes up how things work (but this flag is basically only on non-unique NPCs anyways).This does however mean that you can use PlaceAtMe to add copies of any NPC and apply Soul Mark to them, provided the base NPC is considered unique.Q: These goons are blocking my way.A: For SE, I recommend Disable Follower Collision (AE Alternative: I'm walkin' here NG, although it still seemingly has a good amount of collision...)Q: These goons are disappearing from where I put em.A: NPC Lookup for SE - AE alternative Where Are You to track NPCs.Q: AE/SE?A: While SE is the version I run and officially support, this is simply scripts + ESL'd ESP file, so it should have no issues for AE as well. Nazeem gives up.---- Conflicts and Side Effects ---This mod by default increases the global amount of iMaxSummonedCreatures to... you guessed it, 100. While that is to support the extremely rare case of an enemy destroying all 100 Soul Marked targets, it does mean that they can also cast that many summons as well - in my local game though, I've never seen them do any more than 2 though, so it likely won't happen without some combat AI overhaul, assumedly. This also does mean anything that overrides this value will diminish the effect of enemies reanimating Soul Marked targets, as they'll have the chance to hit the summon cap early.This also means the player has the side effect of having up to 100 summons (technically more), but if you're using this mod, I assume you'll handle gameplay balance on your end.As Soul Marked targets are handled by a quest, you should be careful not to uninstall a follower mod that's been added to the Soul Mark handler before toggling Soul Mark off of the follower.From a technical perspective, this mod sets the reanimated targets as 'Alive' to have quest packages take effect. You may find them to not respond to things such as Turn/Heal
2025-03-30Custom Confetti 3D Flag 36187925 Videohive Custom Confetti 3D Flag 36187925 Free Download After Effects ProjectAfter Effects CC | 1920x1080 | 206 MbPreview Page No expensive 3D plugins / programs required.Create Unlimited 3D flag designs using your own images and fly your flag for the world to see. This highly customizable template gives you full control to create your own custom flag, isolate reflections & add falling confetti. Easily change flag colors, textures, reflections & shadows.Looking for high-resolution flag textures or maps of your own country? You’ll most likely be able to find it here:Country FlagsFeatures of project: Drag & Drop your own image into project file Turn on / off confetti Optimized for fast live preview playback Customize fabric detail level Fully loop-able flag animation Easily alter texture scale / position to fit within composition No expensive 3D programs required Uses (name your own price) plugin “Ft-uv pass” AE CC 2017 & up compatibility Full HD (1920 X 1080px) Help video tutorial includedPlug-in ft-UVPass:ft-UVPass by François TarlierThis is a “Name your own price” plugin. If you wish to support the developer, then feel free to input whatever price you like.Audio:Sound Track:Fun Summer Pop Party Intro Download for VIP Member:You must register before you can view this text. Please register and Login Dear visitor, you are browsing our website as Guest. We strongly recommend you to register and login to view hidden contents. Information Would you like to leave your comment? Please Login to your account to leave comments. Don't have an account? You can create a free account now.
2025-04-06