The panel catalog said 作業領域 for Work Area while the four menu rows say ワークエリア. The installed After Effects 2026 settles it: Edit > Preferences > Previews reads キャッシュ範囲: ワークエリアと現在の時間.
The row draws the Content-Aware Fill panel range menu and the Time Span form, so a reader met both words for
one thing depending on where they looked. One row, no other change.
Co-Authored-By: DeepSeek V4.1 Flash <noreply@deepseek.com>
A solve with unsolved frames drew the same block as a full one, so it
looked complete. It now gets one more line in the warning colour,
"Partial solve: N of M frames solved", under the status line, and the
editor grows by that line only then. The line is an automation element,
so agents can read it too.
One comp-space path: the pivot is the anchor where it shows and a flipped
parent reverses the turn, so the separate parent-space frame and the moved
parent_to_comp go. Under uneven or skewed parents the layer's edge tracks the
pointer slightly less exactly. The empty-layer marker goes back to main's.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The text listing printed enum values as bare numbers, which are 0-based
where After Effects scripting counts from 1, so Range Selector Shape 2
read as Ramp Up was Ramp Down. Print the label from the property's
options, as props --json already lists them: "0 (Square)".
The bitstream check read ffprobe's first-frame tags from the MP4, which
ffmpeg can fill from the colr box when a stream says nothing itself. Copy
the video out as a bare h264, hevc or obu stream first, so only the SPS VUI
or AV1 color_config counts.
A source with no box-sized area clear of transparent pixels (a small
layer inside a blur's padding) got no sample boxes, and
grain_stats_boxes then measured the whole image, edge included. With no
clean box Match Grain now matches no grain, as After Effects applies
none when its samples hold transparent areas. Compensate for Existing
Noise took the same route through the layer's own boxes, so a layer
with no clean box now has nothing taken off. grain_stats_boxes keeps
its empty-list fallback.
A 3D model layer keeps its file's materials, so it has no Base Color,
Metallic, Roughness or Emissive. material.set refused them with "no
Material Options property matched (..., baseColor, metallic, roughness,
...)", naming the parameters it had just refused, and next to a
parameter the layer has it dropped them and reported success.
A parameter that none of the given layers has now fails the command
(nothing is set), naming it and the properties the first layer has. A
value of the wrong type is its own error. The parameter list says which
layer kinds take which.
Cut the fix down: a click off every mesh makes nothing only when the art it resolves to
already has a mesh with that outline. The nearest-art fallback in `region` stays, so a
near miss beside separate art still meshes it. `mesh::outline` is as it was and the
`newMesh` option of puppet.addPin is back.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A box's own pixels had to be opaque, but the high-pass that measures its
grain reads 3 px around it, and a transparent pixel there is black once
unpremultiplied. A blur earlier in the stack pads the layer with
transparent pixels, so boxes along that border measured the edge as
strong, smooth colour grain, and Match Grain drew 12 px colour cells
from a clean source on the frames that picked them. Boxes now need their
3 px surround opaque too (a summed-area table keeps the check O(1) per
candidate). Remove Grain picks its boxes the same way.
The drag branch asked what was under the pointer when the drag was recognised, by which
time a quick drag has already reached the art, so no gesture started at all.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
animator_uid matches a uid before an index, so an animator whose uid
equals an index is picked over the one at that position. The four
commands that take `animator` (layer.addTextAnimatorProperty,
layer.addTextSelector, text.addSelector, text.animatorFontAxes) now say
so; text.addSelector also said only `uid|index` before. The test gives a
second animator uid 1 and checks that `animator: 1` picks it.