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Parity with After Effects

Last reviewed: 2026-10-12 · Last updated: 2026-10-12 · Change: minor (issue, catalog and export-format references re-audited against upstream/main 470ea7a3; the 10 October re-measure is otherwise unchanged) · Target: Adobe After Effects 2026 (26.5.0.89)

The authoritative assessment of how close EffectCraft is to After Effects, and how much work is left. gaps.md lists every known shortfall one at a time; the ROADMAP summarises both. Deep dives: effects-parity.md, scripting-parity.md, file-format-parity.md, ui-parity.md, hardware-parity.md, localization-parity.md, and the live measurements in fidelity/.

Headline

Number Value Kind
Feature breadth (does each After Effects 26.5 feature exist?) ≈ 91% Estimated, weighted by area (table below). The self-graded 92-item checklist says 89 done / 3 partial (≈ 99%), but it was written before After Effects 26.2 and 26.5 and does not count animation presets, project formats or hardware; see the appendix
Ready for real work (can an After Effects professional do client work here?) ≈ 45% (range 40–50%) Estimated: 60% feature depth (≈ 50%, table below), 15% opening and delivering work files (≈ 35%), 10% performance (≈ 35%), 10% stability (≈ 45%), 5% platforms (≈ 65%)
Stage alpha All six core workflows pass the alpha gate on macOS and ready (≈ 45%) is above the ≈ 40% bar, but .aep projects can't be opened, fidelity is measured for one narrow case, and 216 issues are open on 12 October (ROADMAP)
Mainstream practitioner (the typical motion designer's weekly work) ≈ 47% Estimated: everyday depth 72% × interaction 0.90 × stability 0.90 × file exchange 0.80 (below)
Essentials user (core features only) ≈ 52% Estimated: core depth 77% × launch/stability 0.88 × clarity 0.90 × opening files 0.85 (below)
Remaining to beta (≈ 75% ready, .aep opens) ≈ 350–620 Opus 5.5 agent-hours Estimated
Remaining to full parity ≈ 850–1,500 Opus 5.5 agent-hours Estimated

Readiness by audience

Audience Ready % Opus 5.5 agent wall-clock hours to ~95% Work that dominates
Full target (ready for real work) ≈ 45% ≈ 850–1,500 h .aep import, a fidelity corpus for every feature, the bug backlog, performance, hardware video, formats, localization, ecosystem
Mainstream practitioner ≈ 47% ≈ 280–530 h .aep exchange (80–160 h), stability and crash fixes (40–80 h), fidelity of the everyday features (40–70 h), everyday-area bugs and depth (60–110 h), interaction feel (30–60 h), preview speed (25–50 h)
Essentials user ≈ 52% ≈ 150–300 h Opening the .aep files tutorials ship, basic subset (60–120 h), start-up and stability (20–40 h), core-feature bugs and clarity (30–60 h), preview with sound (20–40 h), fidelity of the core features (20–40 h)

Each audience's hours are a subset of the next (essentials ≤ mainstream ≤ full). They are calibrated like the rest of this file (calibration): a behaviour bug with its regression test ≈ 0.1–0.3 h, a mid-size feature 1–4 h. About 60–70% parallelises across 5–8 agents. The serial parts: the .aep owner decision before the importer, and the fidelity harness before per-feature scores. Every audience needs After Effects running on the owner's Mac for reference captures.

The previous headline (5 October: breadth ≈ 99%, real use ≈ 30–50%) moved for these reasons: breadth went down because this pass measured against 26.5 rather than our own catalogue and found missing features the catalogue never listed (Object Matte, Substance materials, ACES 2.0 configs, proportional scrubbing, copy frame to clipboard, paste SVG/AI as shapes, percentage guides, After Effects' 621 animation presets, FBX/USD/STL models, Media Encoder-style hardware encoding); real use moved up to the upper half of the old range because the 5–10 October work closed 179 issues, most of them user-reported bugs fixed with regression tests, added six partial UI languages and a first live After Effects fidelity measurement. It is still an estimate: nothing renders a corpus in both apps yet.

How this was measured

  • Target. Adobe After Effects 2026, the copy installed on the owner's Mac: CFBundleShortVersionString 26.5.0, build 26.5.0.89. The one live fidelity comparison (fidelity/README.md) used 26.3x87.
  • From the installed bundle (file names and listings only, per AGENTS.md §2): Info.plist CFBundleDocumentTypes (26 document types: .aep, .aepx, .aet, .aetx, .mogrt, .mgjson, .aecap, .aegraphic, .ffx, .ars, .aom, .jsx, .psd, .cin, .mov, .pct, .pic…); the Plug-ins/Format importers (AIFF, Animate, JPEG, OpenEXR, PNG, Premiere Pro import, Photoshop layers in and out, Radiance, SGI, SVG, Targa, the standard multi-format plug-in); Plug-ins/Effects (306 .plugin bundles in 231 entries); Presets (621 .ffx animation presets); Scripts (11 sample scripts, Startup / Shutdown / ScriptUI Panels folders); Resources/usd_plugins (USD, FBX, glTF, OBJ, STL); Resources/MLModels (FastMask, ShotCutDetection) and tokenizer folders (Whisper, BERT, Marian); .lproj localisations (11 languages, localization-parity.md). After Effects was not launched for this pass, so there is no menu dump.
  • From Adobe's public release notes for 26.2 (April 2026: Object Matte, displacement on parametric meshes, Quick Apply, Proportional Scrubbing), 26.3 (June 2026: Advanced 3D depth of field, paste SVG/AI as shapes, faster mask tracker, copy frame to clipboard, Curl Noise, variable-font filter) and 26.5 (September 2026: percentage guides, Object Matte disk cache, effect colour labels, a rebuilt Effect Controls panel, ACES 2.0 through OpenColorIO 2.5.1).
  • From this repository at origin/main 1446e27 (10 October 2026): 587 menu entries in the After Effects-shaped menu tree (crates/engine/src/menus.rs), 411 registered engine commands, 306 registered effects (280 on the GPU, effects.md), 13 export formats (OutputFormat::ALL, with uncompressed QuickTime since #778), the import extension lists (crates/media/src/lib.rs), 2,704 tests, ≈ 329,000 lines of Rust, 6 UI language catalogs, and the 134 open / 179 closed GitHub issues. On 12 October (upstream/main 470ea7a3) the counts were 216 open / 328 closed issues, 401 merged PRs, ≈ 361,000 lines of Rust and 10 menu catalogs (6 panel catalogs).
  • Presence is not parity. A feature counts toward breadth when it exists and works in the common case; it counts toward ready in proportion to how much of the area a professional could rely on, discounted for open bugs in it, for being unmeasured against After Effects, and for being checked on one platform only.

Calibration of the hours

Hours are Opus 5.5 agent wall-clock hours: one agent session working sequentially, tests and verification included. Calibrated against this repository's own history:

  • The whole repository (≈ 329,000 lines including tests, 1,142 commits, 233 merged PRs) was built between 1 and 10 October 2026, typically by 4–8 agents at once: roughly 700–1,000 agent-hours, or ≈ 350–450 lines per agent-hour. Getting to today's ≈ 45% took that; the estimate to full parity is about 1–1.5× it again, because what is left is measurement, compatibility and long-tail behaviour rather than new code.
  • Named arcs (from the audit notes kept below): Classic 3D ≈ 2.7 h, timeline depth (graph editor, keyframe dialogs, time remapping, pen and masks) ≈ 2.3 h, 85 effects ≈ 1.2 h, the After Effects menu bar ≈ 1.3 h, layer styles ≈ 0.6 h; a wave the audit priced at 21 h took ≈ 6 agent-hours but landed at 80–90%.
  • Recent PRs (commit-to-merge): seven Timeline/viewer issues (#436) ≈ 0.6 h; eight tweaks from #290 (#383) ≈ 1 h; image-sequence import (#384) ≈ 4 h; panel i18n infrastructure plus 384 Chinese strings (#398) ≈ 2–3 h; one 618-row menu language (#401 Ukrainian) ≈ 1.5–2 h; EXR beauty layer + OCIO v2 configs (#449) ≈ 1.3 h. So a user-reported behaviour bug costs ≈ 0.1–0.3 h, a mid-size feature 1–4 h.
  • What history can't calibrate: fidelity work (each corpus case needs After Effects running, which only the owner's Mac has), .aep import (blocked on an owner decision), and anything needing hardware we don't have. Those carry the widest ranges.
  • Parallelism: about 70% of the hours parallelise across 5–8 agents (effects fidelity, languages, bugs, formats are independent). Serial chains: the G1 harness before per-feature fidelity scores; the .aep decision before .aep work. Needs a human: the .aep clean-room decision, running After Effects for oracle captures, native-speaker review of every language, Windows/Linux GPU hardware for #613 (#591 and #596 are closed), and an optional decision on hosting After Effects SDK plug-ins.

By feature area

Weights are the share of a typical motion designer's working time in After Effects (animation, compositing and effects dominate; audio is light). Hours are to full parity for the area.

Area Weight Breadth Ready Hours Biggest gaps (details in gaps.md)
Project, footage and import 8% 92% 55% 25–45 No relative paths or relinking when a project moves; Media Browser lists AVI, which it can't import (TGA/HDR/DPX/MXF import since #745, #756, #767); #431, #324, #552 and #351 are closed
Compositions, layers and compositing 13% 98% 60% 30–55 32-bpc blend modes differed from After Effects (#494, closed); expand precomps in place (#601); #527, #510, #513, #539 and #540 are closed
Animation: keyframes, graph editor, motion paths, puppet 15% 97% 55% 35–60 Only scalar ease is measured against After Effects (168 samples); puppet lag (#586); #456, #457, #355, #553 and #318 are closed; Proportional Scrubbing (26.2)
Expressions and scripting 7% 93% 65% 20–40 .jsxbin, Startup/Shutdown folders, script shortcuts (#include landed, #759); external editor (#364); see scripting-parity.md
Shapes, masks and roto 9% 93% 45% 30–50 Open mask and shape issues (#1004, #999, #1042, #932); #510, #513, #527, #509 and #303 are closed; paste SVG/AI as shape layers (26.3; SVG markup pastes since #738)
Text and typography 7% 94% 50% 20–35 CJK text in comps renders wrongly (#453); paragraph alignment inverted (#316); soft text at Fit (#417, mostly fixed by #444); toolbar font options (#550); #483 and #583 are closed; variable-font filter landed (#741)
Effects and animation presets 14% 85% 40% 70–130 All 306 effects exist, but rendered output is unmeasured against After Effects; 54 built-in presets (text, Transitions, Backgrounds) against After Effects' 621 (effects-parity.md); open effect bugs (#580 crash, #463, #369, #473, #474; #514 and #526 are closed); effect colour labels (26.5); see effects-parity.md
3D (Classic and Advanced) 6% 82% 35% 35–65 No FBX/USD/STL models, no Substance materials, mesh displacement unverified; no 3D transform gizmos (#392, #347); reflections (#261); camera aperture (#260); #489 and #315 are closed
Tracking and AI-assisted tools 5% 80% 35% 35–70 Object Matte (26.2) has the effect, the viewer tool (click / box), background tracking, Freeze and the 26.5 disk cache, not yet compared with After Effects; Roto Brush (MobileSAM) and face tracking (MediaPipe) unmeasured against After Effects; camera-tracker view (#505)
Preview and cache 7% 92% 40% 25–50 Playback stutters on cached frames (#595, #304); late audio (#504, #335); #329 and #554 are closed; no benchmark against After Effects
Render queue and export 7% 85% 55% 25–45 No hardware encoding; ProRes 4444 colour tag (#340); rendering over an existing file (#325); #446 and #372 (8-bit uncompressed QuickTime, #778) are closed; HEVC/AV1 without B-frames
Audio 2% 85% 45% 6–12 Audio sync and crackle (#335); audio to keyframes depth
Weighted 100% ≈ 91% ≈ 50% ≈ 360–660

Feature depth (≈ 50%) feeds the overall ready number with the other dimensions below.

By dimension

Dimension % Hours Evidence Doc
Features, breadth 91% (in features) Table above this file
Features, ready for real work 50% 360–660 Table above this file, gaps.md
UI/UX fidelity 65% 60–120 After Effects-shaped menus (587 entries), panels, workspaces, shortcuts; many interaction issues still open; multi-monitor only as separate panel windows (#486 open); Effect Controls not yet like 26.5's ui-parity.md
File formats 50% 130–230 .aep / .aepx / .mogrt / .ffx can't be read; strong modern codecs (H.264, HEVC, AV1, VP9, ProRes) file-format-parity.md
Hardware 40% 60–120 wgpu GPU on Metal/Vulkan/Direct3D 12/WebGPU with CPU fallback; no hardware decode/encode; Direct3D 12 compositor fails (#613); no video-out hardware hardware-parity.md
Localization 18% 60–110 + review Average coverage of After Effects' 10 non-English languages (measured catalog rows over ≈ 3,900 strings): menus in 10 languages, panels in 6, effects in none; After Effects ships 11 languages fully localization-parity.md
Performance 35% 50–100 Internal numbers only; users report stutter and slow scrubbing gaps.md
Stability 45% 40–80 Open crash reports #580, #501, #426, #341, #234, #879 (#591, #306 and #511 are closed); no CI runs the tests on pull requests gaps.md
Platforms 65% 30–60 Releases for macOS, Windows x64/x86/ARM64, Linux, FreeBSD and the web (more than After Effects), but Linux and Windows users hit basic bugs gaps.md
Ecosystem and plug-ins 20% 40–80 After Effects scripts and expressions mostly carry over; no After Effects SDK plug-ins, .ffx presets or .mogrt; our WebAssembly plug-in API has no third-party plug-ins yet plugins.md
AI features 35% 40–80 (overlaps Tracking) Roto Brush (MobileSAM) and face tracking (MediaPipe) as optional downloads; Object Matte (point / box prompt, same model; viewer tool, background tracking, Freeze, disk cache) unmeasured against After Effects; the After Effects bundle ships Whisper, BERT and Marian tokenizers and a shot-cut model we have no equivalent of gaps.md
Agent control (beyond After Effects) ahead — Every command is drivable over MCP, the control channel and the CLI agents.md

Totals. Summing the rows double-counts: AI overlaps Tracking, performance overlaps Preview, UI overlaps every area. With the overlaps removed: ≈ 850–1,500 h to full parity, of which ≈ 350–620 h to beta: .aep import (80–160 h, after the owner decision), the G1 fidelity harness and P0/P1 corpus (60–100 h), the open bug and crash backlog (40–80 h), performance to real-time preview at 1080p (40–70 h), Linux/Windows reliability (30–50 h), and feature depth in animation, masks, effects and text (100–160 h).

Ready for real work: how the number is built

The full-target number is a written weighted sum, not a single judgement:

Component Weight Value Source
Feature depth 60% 50% Weighted feature-area table above
Opening and delivering work files 15% 35% file-format-parity.md: .aep / .mogrt / .ffx 0%, delivery formats strong
Performance 10% 35% By dimension, below
Stability 10% 45% By dimension, below
Platforms 5% 65% By dimension, below
Result 46.2%, reported as ≈ 45% (40–50%) Rounded down to the nearest 5: no live render comparison exists yet

Checked on 10 October 2026 when the mainstream and essentials numbers were added: it is unchanged.

Mainstream practitioner and essentials user

Two narrower questions, computed the same way in every craft app (craftrules standards/progress-docs.md, "Numbers"). The stage still follows the full-target number and the alpha gate.

Mainstream practitioner

≈ 47% (estimated).

Can the typical professional motion designer do their weekly work here? Areas are the alpha-gate workflows and their everyday tools. Left out: third-party plug-ins and .ffx preset libraries, generative/cloud AI (Object Matte, Firefly), Adobe services and team features, specialist hardware (video I/O, tablets), languages other than English, and areas a typical designer uses rarely (Advanced 3D models, 3D camera tracking, Roto Brush). Depth is for the everyday subset of each area (the common effects, the common formats), which is why it sits above the full feature-area table.

Area (everyday subset) Weight Depth Evidence
Project and import: MOV/MP4, PNG/JPEG sequences, PSD/AI, WAV/MP3 10% 75% Import tests; #431 (image imported as a sequence) and #324 (MP3 silence) were counted here and are now closed
Comps, layers, blend modes, mattes, parenting, precomps 16% 80% Compositor tests; #494 32-bpc blend modes and #539/#540 separated Position were counted here and are now closed
Keyframes, Graph Editor, easing, motion paths 20% 75% 168 live samples match After Effects; #456/#457, #553 and #569 were counted here and are now closed
Expressions: wiggle, loopOut, linking, sliders 6% 80% crates/expr tests; no live expression oracle yet
Shape layers and masks 12% 65% #510, #513, #527 mask bugs and #303 Mesh Warp were counted here and are now closed; open: #1004, #999, #1042
Text and text animators 12% 70% #316 alignment inverted, #453 CJK (open); #583 font search (closed)
Everyday effects: blurs, glow, fill/tint, curves/levels, keying, drop shadow, displacement 10% 70% All present with GPU paths; unmeasured against After Effects; #514 Apply Color LUT (closed)
Preview (RAM preview with audio) 8% 55% #595, #304 stutter; #504 late audio (#554 closed)
Render to H.264 / ProRes / PNG sequences 6% 75% Encoder tests; #340 ProRes 4444 tag (open); #446 default macOS output folder (closed)
Average depth 100% 72.2%

Discounts for what still stops real work:

Discount Factor Evidence
Interaction fidelity ×0.90 UI parity ≈ 65% (ui-parity.md): viewer zoom keys (#570), multi-monitor only as separate panel windows (#486 open); Graph Editor jitter (#456) and snapping (#352) are closed
Stability on real machines ×0.90 Six open crash reports (#580, #501, #426, #341, #234, #879; #591, #306 and #511 are closed); Direct3D 12 compositor fails (#613); no CI on pull requests
File exchange with After Effects users ×0.80 Can't open .aep, .aepx, .mogrt or .ffx sent by colleagues or bought as templates; PSD, AI, footage and rendered deliverables exchange fine

72.2% × 0.90 × 0.90 × 0.80 = 46.8%, ≈ 47%. It sits only just above the full number because the gap is not in After Effects' long tail: fidelity, stability and .aep exchange hit mainstream users as hard as specialists.

Essentials user

≈ 52% (estimated).

Can someone who only touches the core features (a social-media animator, a student, a first-time user) get their work done? No advanced options, pro workflows or exchange edge cases.

Core feature Weight Depth Evidence
Launch, new project, undo, save, reopen 10% 85% Versioned project reopen tests, auto-save and crash recovery
Import a video, picture or song 10% 75% #431 and #324 (closed)
New comp; move, scale, rotate, fade and trim layers 15% 80% ui_viewer, Timeline tests
Add and style text 10% 70% #316 (open), #583 (closed)
Draw shapes and simple masks 10% 70% Shape tool tests; #513 mask drawing feedback (closed)
Keyframes and Easy Ease 15% 85% Ease measured against After Effects
Apply a few common effects 10% 75% Effects & Presets search, Effect Controls tests
Preview with sound 10% 65% #595 stutter (open), #554 late audio (closed)
Export an MP4 10% 80% H.264 encoder tests; #446 (closed)
Average depth 100% 76.75%
Discount Factor Evidence
Launch and stability ×0.88 Start-up failures (#501, #234 macOS 27, #613 Direct3D 12; #596 is closed); #426 timeline crash while playing
Discoverability and UI clarity ×0.90 After Effects' dense layout reproduced faithfully; Home screen and interactive Learn tutorials help; renders fail silently on macOS until an output folder is chosen (#446); layout nitpicks (#581)
Opening files people send ×0.85 Tutorial projects and templates arrive as .aep / .mogrt, which don't open

76.75% × 0.88 × 0.90 × 0.85 = 51.7%, ≈ 52%.

User evidence (GitHub, 10 October 2026)

Counted from all 315 issues and their comments, excluding the maintainer account and agent-generated maintainer replies:

  • Praise: 5 people in 5 issues say so outright: "felt almost exactly like After Effects. Really impressive" (#611), "performance has been excellent" (#326), "Awesome project" (#322), "Great work" (#293), "great tool and AE alternative" (#290). About 6 more open with "would love…" in a feature request.
  • "Switched from After Effects" reports: none found. #468 is a working motion designer's list of Mac issues, so people are trying it on real work.
  • Open issues (136): ≈ 95 are core-path bugs (masks, keyframes, timeline, preview, audio, text, render, crashes; this includes 15 community fix(...) proposals), ≈ 40 are feature requests or niche (plug-in hosting, OpenFX, ffmpeg export, Discord presence, Store listing, rigging tools). Mostly core-path bugs, which matches the discounts above.

Out of scope by design

Adobe services (Team Projects, Libraries, Stock, Media Encoder, Dynamic Link, Frame.io, Exchange, Firefly), third-party bundles (Cineware / Cinema 4D, Mocha), and formats without a public specification or permissive data (.prproj, .jsxbin, Vanishing Point .vpe, the predefined CJK CMaps in PDF import, Kodak film emulations) are not counted against breadth. .aep / .aepx are counted: they are the main file format and decide beta.


Appendix: feature-checklist audit history

Moved here from docs/parity.md on 10 October 2026 and kept as evidence. It scores the 92-item catalogue in plan/aftereffects/feature-catalog.md, graded by the agents that built the features; read it as breadth only. Its per-area table ("By area", below) was stale (Interface 75%, Project 68%, Animation 70%, Paint 0% next to a 99% headline) and is superseded by the feature-area table above; it is kept for its "biggest gaps" notes, which record what landed when.

Checklist status (audit at commit d39c0e8, 4 October 2026; updated 5 October for M3.9–M4.12)

Measure Value
Feature parity, weighted by tier (P0 ×3, P1 ×2, P2 ×1) ≈ 99% counting every partial feature as half done; ≈ 99.8% using per-feature fractions
Unweighted ≈ 98.4% (half-credit) / 99.6% (fractions)
P0 / P1 / P2 100% / 98% / 90% (half-credit); 100% / 99.7% / 97.5% (fractions)
Features done / partial / missing 89 / 3 / 0 of 92
Effects 306 effects, every one implemented in full (effects.md); 280 run on the GPU
Disabled menu entries left 1, on purpose: Import ▸ Vanishing Point (.vpe), whose format has no public specification
Remaining work ≈ 8.5 agent-hours at the pace measured so far (≈ 26 on the conservative audit scale); ≈ 3.5 without the learned-model items
Wall-clock estimate ≈ 2–3 hours with five agents in parallel; ≈ 1 hour without the learned-model items

Partial features:

id Tier Done What is missing
EFF-5 GPU effects P1 0.98 Fractal (its escape iteration needs f64: WGSL has none and Metal's fast math defeats double-f32 emulation) and the analysis / tool effects (Camera-Shake Deblur, Detail-preserving Upscale, Puppet, Rolling Shutter Repair, Warp Stabilizer, Mocha Shape, Roto Brush, Match Grain, Paint, Camera Tracker, Face Tracker) render on the CPU. M13.28 moved the remaining pixel effects (CC blur / glass family, Color Link, Cineon, HDR, Inner/Outer Key, Basic 3D…) and the geometry and audio generators (Lightning, Advanced Lightning, Beam, Lens Flare, Radio Waves, Vegas, Stroke, Scribble, Write-on, Paint Bucket, Eyedropper Fill, CC Glue Gun, CC Threads, Audio Spectrum / Waveform, Basic / Path Text) onto the GPU; M13.29 the particle effects (CC Particle World / Systems II, Particle Playground, CC Ball Action, CC Pixel Polly, CC Scatterize) and Curl Noise, and removed the Shatter wireframe, Foam extras, Timewarp matte, strong Warp Fisheye / Twist and custom .ocio fallbacks. The 13 audio filters stay on the CPU by design
MSK-4 Roto Brush P2 0.85 Roto Brush 2.0 / 3.0 can use a trained model since M13.35 (MobileSAM, optional download); its quality has not been compared with After Effects (G1), so the score stands
TRK-3 Face tracking P2 0.9 Can use a trained model since M13.36 (MediaPipe Face Landmarker, optional download); the classical fitter is weak on profile and occluded faces; neither is compared with After Effects (G1), so the score stands; Rolling Shutter Ripple is approximated

Since this audit: the project operations (M3.9–M3.14) and preview (M4.5–M4.12) passes fixed behaviour inside features already counted as done, so the counts above stand: unsaved-changes prompts and a modified mark that follows undo, Solid / Layer Settings with "Affect all layers that use this solid", lock-aware layer commands, New Comp from Selection's options, menu-bar fixes, project files that always reopen; RAM preview keys and eviction, Cache Before Playback that fits, Cache Frames When Idle, Preserve frame rate / resolution when nested, nested comps past their end and one motion blur gate (see the update sections below). Their code was checked against AGENTS.md's "Never crash" rules (M4.12).

Before this audit: M13.22 and M13.23 put 70 more effects on the GPU (236) and composite every Advanced 3D mode on the GPU; M13.24 runs GPU effects in the browser's render workers with a disk cache in browser storage and a storage manager; M13.25 added the Home template gallery, Save as Template and View ▸ Simulate Output ▸ My Custom RGB; M13.26 Premiere Pro interop through FCP7 XML, FCPXML, OTIO, EDL, AAF and OMF (import and export, with pre-renders for layers a timeline can't hold); WebM VP9 alpha now imports (FilmCraft); M13.27 pins the CPU simulation effects with golden hashes.

Out of clean-room scope (no public specification or no permissively licensed data): native .prproj, .jsxbin, Vanishing Point .vpe, the predefined CJK CMaps in PDF import, Kodak film emulations. Adobe service integrations (Team Projects, Libraries, Media Encoder, Dynamic Link, Frame.io, Exchange) and third-party plug-ins (Cinema 4D, Mocha) are intentionally absent.

Previous audit (commit 58163a2, 3 October 2026, evening): ≈ 98%

87 done / 5 partial / 0 missing.

Previous audit (commit 978e8d7, 3 October 2026): ≈ 94%

80 done / 12 partial / 0 missing.

Previous audit (commit fa26ad9, 2 October 2026, late): ≈ 93%

By area: Layers 98%, Output 95%, Compositions 95%, Automation 96%, Paint 95%, Text 95%, Import 96%, Animation 94%, Masks 94%, Preview 94%, Interface 93%, Shapes 93%, 3D 91%, Audio 90%, Project 90%, Tracking 96%, Effects 85%, Web 65%.

What is left, in priority order: the web app's depth (threads, storage, audio, non-blocking renders); stroke taper/wave and multi-segment dashes; variable mask feather points; camera iris/bokeh and focus-link commands; approximated effects (Key Cleaner) and Liquify's viewer brush; JPX / JBIG2 images in imported PDF/AI files (mesh shadings and CCITT landed in M13.12) and Illustrator procset EPS; and codec depth (B-frames, SAO/CDEF; HEVC and AV1 export and Opus SILK/hybrid landed in M13.4). Face tracking and a true Subspace Warp landed in M13.3. ScriptUI (dialogs that block show(), palettes, dockable ScriptUI panels, File ▸ Scripts install and sample scripts), puppet pin recording and the remaining "better than After Effects" items — a versioned effect plug-in API with sandboxed WebAssembly plug-ins (plugins.md), branching undo history in the History panel, and a bit-identical rendering test across runs and thread counts — landed in M13.1 (GPU particles landed in M12.7). Render Queue field render, crop/resize, templates and logs, and VP9 inter frames landed in M10.2.

The sections below are the original audit (morning of 2 October, ≈ 64%) and its updates, kept for history.

Summary

Measure Value
Feature parity, weighted by tier (P0 ×3, P1 ×2, P2 ×1) ≈ 64%
Feature parity, unweighted ≈ 58%
P0 (it isn't After Effects without it) ≈ 75%
P1 (professional daily use) ≈ 38%
P2 (long tail) ≈ 17%
Features done / partial / missing 18 / 60 / 14 of 92
Effects 298 of 298 After Effects 2026 effects by name (100%, after M9.11, Warp Stabilizer and the 3D Camera Tracker; was 257)
Remaining work ≈ 167 agent-hours (139 h of features + ≈ 20% for 1:1 polish against After Effects)
Wall-clock estimate ≈ 42–50 hours with five agents working in parallel and one integrating; ≈ 31–35 h for P0 + P1 only

"Agent-hours" are hours of one autonomous coding agent (Claude Opus 5.5) working in its own git worktree with tests. The estimate is calibrated on this repository's own history: Classic 3D (cameras, lights, shadows, depth of field, views, tools) took one agent about 2.7 h; timeline depth (graph editor, keyframe dialogs, time remapping, pen and masks) about 2.3 h; 85 effects about 1.2 h; the After Effects menu bar about 1.3 h; layer styles about 0.6 h; the web build about 0.8 h. What is left is harder on average (tracking, roto, puppet, GPU, Advanced 3D), and sequential chains (tracker → mask tracking → Warp Stabilizer → 3D camera tracker; GPU compositor → GPU effects) limit how much can run in parallel.

Work in progress at the time of the audit, not yet counted: motion tracking, preferences and the keyboard shortcut editor, auto-save and crash recovery, paint and puppet tools, Lottie import and export.

Update after the second wave (same day, commit e1f7241)

Motion tracking (1-, 2- and 4-point, stabilize, corner pin), paint (Brush, Clone Stamp, Eraser with write-on) and the puppet tools, preferences, a keyboard shortcut editor that rebinds, auto-save and crash recovery, Lottie import and export, Effect Controls widgets (angle dial, point crosshair, eyedropper, curves and levels editors, effect copy/paste) and 20 more menu commands landed. Re-scoring only the features they touch:

Measure Before After
Feature parity, weighted 63.7% ≈ 70%
P0 / P1 / P2 75% / 38% / 17% 78% / 56% / 17%
Remaining, audit estimate 167 agent-hours ≈ 141 agent-hours

Calibration. The audit priced this wave at about 21 agent-hours; five agents delivered it in about 1.5 hours of wall-clock time (roughly 6 agent-hours of actual work), though some features landed at 80–90% rather than fully done. So the per-feature estimates above are conservative. Remaining wall-clock time with five parallel agents is therefore somewhere between ≈ 12–15 hours at the pace observed so far and ≈ 35–40 hours if the audit's figures hold. The hardest remaining systems (Roto Brush, Warp Stabilizer, the 3D camera tracker, Advanced 3D, GPU rendering, on-canvas text editing) are where the conservative figure is most likely to be right.

Update at the end of 2 October 2026

A third wave landed: viewer interactions (snapping, rulers, channels, exposure, snapshots, region of interest, shape pen and pen-tool family, motion-path handles, graph editor transform box), on-canvas text editing with per-character styles and paragraph settings, render fidelity (8/16/32 bpc, Rec.709/Rec.2020/P3 working spaces and linear blending, frame blending with optical flow, collapse transformations, slip edits), a GPU compositor with 16 GPU effects, Wiggler/Smoother/ Motion Sketch, the marker dialog, precompose options and the comp navigator, Project panel folder moves/rename/columns/thumbnails, drag-and-drop docking with floating panels, and the tracking library groundwork for mask tracking and Warp Stabilizer.

Measure Morning Now
Feature parity, weighted 63.7% ≈ 79%
Unweighted 57.8% ≈ 74%
P0 / P1 / P2 75% / 38% / 17% 87% / 67% / 21%
Remaining (audit-scale agent-hours) ≈ 167 ≈ 100
Wall clock, five parallel agents 42–50 h ≈ 8–10 h at today's measured pace; ≈ 25 h by the audit's conservative figures

What is left is concentrated in large systems: the Warp Stabilizer and mask-tracking UI on top of the new tracking library, and wasm threads. (The missing effect categories, 3D Channel, Immersive Video and OCIO, landed in M9.11; the scripting object model in M14.4; Roto Brush and Refine Edge in M6.7; native macOS menus, the Composition Flowchart, Timeline column/search depth, the Home screen and every After Effects workspace in the UI-polish wave; PSD/SVG import, WebM/WAV/AIFF output and the disk cache in the formats wave; the 3D Camera Tracker in M12.6.)

By area (stale; superseded on 2026-10-10 by the feature-area table at the top)

Area Weighted parity Remaining (agent-hours) Biggest gaps
Layers 88% 4.8 motion blur of collapsed precomps (their own motion and the parent camera's) and of animated layer content (lock-aware layer commands, delete keeping children in place, step-by-step Arrange, Transform keeping depth and separated dimensions and links kept on duplicate / paste landed in M3.11; frame blending, collapse transformations and slip edit in M4.3–M4.4)
Output 97% 0.8 Render Settings complete (field render + 3:2 pulldown, effects/solo/guide/depth/blending/blur overrides, time sampling, storage overflow), Output Module crop/ROI/resize, alpha modes, post-render actions, PCM formats, templates with defaults, render logs, Notify (M10.2); WebM VP9 key + inter frames with motion search, loop filter and rate control; M13.4: HEVC export (MP4 hvc1, effectcraft-hevcenc: Main / Main 10, IDR + P slices, quarter-pel motion, deblocking, bit-exact with ffmpeg) and AV1 export (MP4 av01 and WebM, effectcraft-av1enc: 8/10-bit key + inter frames, quarter-pel motion, loop filter, bit-exact with libdav1d) with profile, level, bitrate / constant-quality and key-frame interval options; Opus SILK (NB/MB/WB, mid/side stereo) and hybrid (SWB/FB) modes chosen by bitrate and Audio/Voice tuning, with the Opus bitrate in the Output Module. HEVC/AV1 import decodes through FilmCraft (MP4/MOV/MKV/WebM); WebM VP9 alpha (BlockAdditions) imports as straight alpha. Left: HEVC/AV1 have no B-frames, multi-reference, SAO/CDEF/restoration or alpha (compression below mature encoders); Opus has no FEC/DTX and only 20 ms frames; Photoshop sequence output, overflow for movies only checks at file creation
Audio 85% 0.5 audio to keyframes
Import 97% 0.5 JPX / JBIG2 images and predefined non-Identity CJK CMaps inside PDF/AI files, Illustrator EPS relying on Adobe procsets, PSD 3D layers (M13.12: mesh shadings — free-form / lattice Gouraud triangles, Coons and tensor patches — and function-based shadings, CCITT G3 / G4 images, knockout / isolated transparency groups with group alpha and soft masks on the group's result, /W2 vertical metrics, EPS text with embedded Type 1 / CFF or bundled fonts, and Create Shapes from Vector Layer keeping images as parented footage layers in paint order; M13.6: PDF/AI text with embedded TrueType / CFF / Type 1 / Type 3 fonts and standard-14 fallback to the bundled fonts, Flate / DCT / inline / stencil images with soft masks, Indexed and ICC alternates, luminosity / alpha soft masks, the 16 blend modes, tiling patterns, calculator functions, any page via file.import page and the Import dialog, clip groups kept by Create Shapes from Vector Layer as layer masks / Merge Paths; PSD smart-object perspective quads and placed-layer warps — named styles and custom quilt meshes — baked as placed; PDF / PDF-compatible AI / EPS vector footage with Continuously Rasterize, layered composition import and Create Shapes from Vector Layer, and PSD smart objects with embedded files landed in M13.2; PSD as footage/composition/retain layer sizes, SVG footage earlier)
Automation ≈ 99% 0.1 .jsxbin (AUT-2: concave / self-intersecting onDraw fills, real images in drawImage, image controls and icon buttons landed in M13.11; ScriptUI resource strings, onDraw/ScriptUIGraphics, live onChanging, Socket, Essential Graphics hooks — addToMotionGraphicsTemplate(As), canAddToMotionGraphicsTemplate, exportAsMotionGraphicsTemplate, motionGraphicsTemplateName, controller count/names — and Watch Folder landed in M13.7; the core object model landed in M14.4; ScriptUI windows/dialogs/dockable panels with scriptui.* agent commands, File ▸ Scripts install + sample scripts, and the effect plug-in API (EFF-6, WebAssembly) landed in M13.1)
Shapes ≈ 80% 1.5 Lottie can't carry stroke taper/wave (stroke Taper and Wave, Dash 2/Gap 2/Dash 3/Gap 3 and radial-gradient Highlight Length/Angle landed in M13.5; pen tool for shape paths and vertex editing in M6.5)
Compositions ≈ 81% 3.3 Mocha-style planar tracks for templates; nested comp markers on the precomp layer bar (Preserve frame rate / resolution when nested and nested comps showing nothing past their end landed in M4.9–M4.10; Pre-compose keeping the comp's settings and New Comp from Selection's dialog in M3.12; CMP-7: Essential Graphics mirrored and linked properties landed in M13.11; Font and uniform Scale controls, Composition ▸ Open in Essential Graphics, Save Frame As ▸ Photoshop Layers / ProEXR and the VR Comp Editor landed in M13.7; the marker dialog, Composition Flowchart, Essential Graphics with master properties, .ectemplate templates and Responsive Design — Time landed: CMP-6, CMP-7)
Animation 70% 9.0 puppet depth beyond pins, recording, rigging and follow-through (G2: the expression pick whip scrolls the Timeline when held at its top or bottom, #362; dropped on one of a property's values it picks that dimension (position[0]), #363; every property has a property pick whip in the Parent & Link column, which adds the reference as its expression or replaces the one it has, and pick whips drop on Effect Controls properties too, #363; the inline expression field grows while typing and its bottom edge drags it taller or shorter, #371; an angle's revolutions scrub and take typing in Effect Controls, the Timeline and Properties, #93; puppet pin recording with Record Options landed in M13.1; pin selection, rotate/scale handles, nulls for pins and Follow-Through in M13.14–M13.16), Wiggler/Smoother/Motion Sketch (motion-path handles and the graph editor transform box landed in M5.8; keyframe colour labels and Select Keyframe Label Group, Graph Editor snapping to markers / layer ends in M13.5)
Text ≈ 96% 0.3 no extruded strokes (G2: the font menus list every installed family with its own styles — before, only a project asking for a font read the system fonts — and text.fonts / MCP list_fonts list them for agents; M13.12: the Variable Font Axes animator re-spaces the text — advances follow the animated axes; M13.6: variable font axes in the character style — layer.setText variations, the Character panel's Variable Font Axes fields — shape with HVAR / gvar advances and draw at that design-space position; OpenType features — stylistic sets, discretionary ligatures, contextual / stylistic alternates, swash, titling, ordinals, fractions, figure styles, true small caps / all small caps and superior / inferior glyphs with faux fallback — per character with the Character panel's OpenType popup and text.fontFeatures landed in M13.2; vertical Roman / Tate-Chu-Yoko, forced LTR paragraphs, caret on animated and path text, Variable Font Axes and Lottie style runs landed in M13.5; extruded, bevelled text in M7.6; per-character styles, paragraph settings, on-canvas editing and the sourceText style API in M9.9–M9.10)
Web 98% 0.1 No shared-memory threads inside one engine instance (the decided design is one engine instance per worker; a threaded build needs nightly build-std) (M13.30: Render Queue, analyses and Content-Aware Fill render on each job worker's own WebGPU device in passes, particles and Advanced 3D read back under keys, layer buffers in the browser's disk cache; browser storage, Web Audio, Web Worker renders/analyses, WebGPU viewer and offline install landed in M15.2; viewer frames in frame workers fed by project diffs, Roto Brush propagation in a worker, non-blocking wait: true jobs and a browser Media Browser (File System Access folders, browser storage) in M13.10; WEB-1 in M13.24: GPU effects and the GPU compositor in the frame workers on their own WebGPU devices with deferred readbacks (frames render in passes; Backend Auto per comp), the disk cache in the Origin Private File System (written by the workers with sync access handles, LRU under the settings' limit, served after a reload), the storage manager (Settings ▸ Disk ▸ Browser Storage, storage.info / storage.persist / storage.clear), and a WGSL constant Chrome rejected (it disabled every GPU kernel in Chrome) fixed)
3D 88% 5.5 reflections of other layers (Advanced 3D surfaces reflect only the Environment light; Material Options ▸ Appears in Reflections is stored but has no visible effect yet, #261), multi-view layouts, the Extended Viewer for Advanced 3D comps (Classic 3D Extended Viewer landed in M13.5 UI completion); collapsed precomps of another size seen through the parent's camera render (fixed in M13.2); stereo rigs, orbit nulls, lights controlled by the camera, cameras/lights from glTF models, environment backgrounds, Advanced 3D motion blur, blend modes and track mattes landed in M7.7; Classic 3D iris-shaped bokeh with highlights, progressive depth of field on tilted layers and the focus-link commands landed in M13.5; Advanced 3D depth of field with the iris and highlight options, collapsed precomps as real Advanced 3D geometry and extruded text/shape strokes landed in M13.8; Advanced 3D (glTF/OBJ models, primitives, extruded text and shapes, PBR, image-based light, shadow maps, GPU rasteriser) in M7.4–M7.6; Advanced 3D end to end on the GPU (motion blur, iris depth of field, compositing) in M13.11
Effects ≈ 85% 3.0 GPU versions of the remaining effects (280 run on the GPU since M13.29, EFF-5: M13.28 added the remaining pixel effects and the geometry and audio generators (Lightning, Advanced Lightning, Beam, Lens Flare, Radio Waves, Vegas, Stroke, Scribble, Write-on, Paint Bucket, Eyedropper Fill, CC Glue Gun, CC Threads, Audio Spectrum / Waveform, Basic / Path Text); M13.29 added the particle effects (CC Particle World / Systems II, Particle Playground, CC Ball Action, CC Pixel Polly, CC Scatterize, Curl Noise) and removed the fallbacks of Shatter's wireframe views, Foam's extras, Timewarp's Matte Layer, strong Warp Fisheye / Twist bends and custom .ocio configs; M13.23 added the 3D Channel and Immersive Video families, Apply Color LUT, the OCIO effects, Color Profile Converter and the simulations' render passes (Card Wipe included); M13.22 added the CC light family, the CC transitions, Block Dissolve, Radial Shadow, CC Bender / Blobbylize / Cylinder / Sphere / Spotlight / Environment, 3D Glasses, Numbers, Timecode and the time effects joined the 166 of M13.13; Fractal and the analysis / tool effects still render on the CPU) and the missing controls listed as partial in effects.md (every After Effects effect exists since M9.11, M12.5 and M12.6; parameter names, order, twirl-downs, popups, units and defaults were aligned in M9.12)
Interface 75% 5.0 more Learn tutorials and pixel-level fidelity of dialogs (G2 on 9 October: the viewer's resize cursors point the way each handle scales and turn with the layer, #393; Ctrl/Cmd-click on the Timeline's or the Composition panel's current-time display toggles Timecode / Frames, #370; Tab / Shift+Tab in a value being typed commits it and types in the next / previous value of the panel (Timeline, Effect Controls), #361; right-clicking a property's name in the Timeline opens its menu (Reset, Edit Value…, Separate Dimensions, Add / Remove Expression, Add Property to Essential Graphics), #407; the in-window menu bar works from the keyboard (Alt, arrows, Enter, Escape) and the app's shortcuts wait while a menu is open, #279; the Timeline's composition marker bin and numpad * add comp markers, #275; Settings ▸ Appearance ▸ UI Scale (75–200 %, beyond After Effects, which follows the system's scaling), #284; G2 on 7 October: Project items, files and effects dropped on the Composition viewer, Project items dropped in the Timeline between layers and at a time, #85, #88, #89; popup menus moved to fit the window take clicks, so Render Queue templates apply, #117; View ▸ New Viewer landed in M13.32; an automation id on every control of Composition and Solid Settings, Group / Ungroup Shapes in the Layer menu, Window ▸ Learn, the flowchart shortcuts and Reveal in Explorer landed in M3.10 and M3.13; the Home ▸ Templates gallery (eight original built-in templates, user templates from File ▸ Save as Template…) and View ▸ Simulate Output ▸ My Custom RGB… landed in M13.25; Timeline layer reordering by drag, a non-snapping viewer pan, a working rename field and twirl arrows, and the full set of property reveal shortcuts — double presses, Alt+Shift keyframes, Ctrl+` — landed in M13.17–M13.20; the Home ▸ Learn tab with interactive tutorials and a UI fidelity pass landed in M13.5 UI completion; visual editors for Lumetri RGB / hue-saturation curves, Colorama's output cycle wheel, Glow's colour map and Reshape's correspondence points (viewer handles), a scrolling Preview panel and AE-style Composition / Timeline tabs (close, label swatch, viewer lock) landed in M13.10; Timeline outline and Project panel columns scroll horizontally, the Layer Style dialog, ROI resize handles, Pan Behind snapping and 3D Reference Axes landed in M13.5; native macOS menu bar, Timeline columns/search/reveal-add, Home screen with recent projects and all AE workspaces landed; viewer rulers/snapping/channels/snapshots landed in M0.13)
Project ≈ 68% 5.5 OCIO displays beyond the built-in tone map; relative footage paths and relinking when a project moves (unsaved-changes prompts, a modified mark that follows undo and project files that name their version and always reopen landed in M3.9 and M3.14; auto-save and crash recovery in M3.7; Color Engine with OCIO/ACES working spaces, HDR compand/tone mapping, Rec. 2100 PQ/HLG output, Feet + Frames, display colour management, Simulate Output and the locked viewer landed in M7.7; proxies and Interpret Footage fields / pixel aspect / alpha guess landed: PRJ-8, PRJ-3; image sequence import options (Sequence, Force Alphabetical Order, frame rate, picked ranges, folders, the browser), missing-frame placeholders and Interpret Footage Start Timecode landed: #297; Interpret Footage ▸ Preserve RGB: #411)
Masks & roto 74% 5.0 (audit estimates; Roto Brush 2.0 / 3.0's trained model, MobileSAM in the swappable segment module, has since landed in M13.35; variable-width mask feather points with the Mask Feather tool landed in M13.5; mask tracking and Mask Interpolation landed in M6.6; Roto Brush & Refine Edge with graph-cut segmentation, flow propagation, edge matting, decontamination and Freeze in M6.7)
Preview 77% 2.8 GPU effects for the audio-driven effects and the stepped particle systems; content-keyed RAM preview frames (an edit drops every comp's), audio scrubbing, more snapshot slots (G2 on 7 October: Audio, Lock and Shy switches keep the cached frames and playback with audio waits for frames instead of skipping them, #103; running out of video memory renders the frame on the CPU and keeps fewer GPU frames instead of crashing, #106; RAM preview keys with the render options, least-recently-shown eviction, Auto resolution while playing, Cache Before Playback that fits, an achieved-fps readout, Cache Frames When Idle and purges that clear what they name landed in M4.5–M4.8; 3D channel, VR, OCIO, Card Wipe and the simulations' render passes run on the GPU since M13.23; Advanced 3D layers with blend modes / track mattes / Preserve Transparency and environment backgrounds composite on the GPU since M13.22; pooled GPU textures and fused quantisation since M13.13: Lower Third GPU warm 21 → 4 ms/frame, and Auto now picks the CPU or the GPU per comp from measured frame times; Advanced 3D runs — raster, motion blur, iris depth of field, compositing — and wireframes run on the GPU since M13.11: CPU warm 3394 → GPU warm 290 ms/frame at 1920×1080 (11.7×; Half 968 → 85 ms), GPU ≠ CPU on 0.005 % of pixels, on an M4 Pro under load; Classic 3D bokeh depth of field — iris shapes, highlights, fringe, progressive blur on tilted planes — runs in WGSL since M13.6: 3D Showcase GPU warm 205 → 54 ms/frame at full size on an M4 Pro; the Preview panel's five shortcuts with their own Include / Loop / Cache Before Playback / Range / Play From / Frame Rate / Skip / Resolution / Full Screen / stop options and playback.settings.get/set landed in M13.8; Classic 3D runs and adjustment layers composite on the GPU since M12.7; persistent disk cache with the blue cache bar landed; region of interest, snapshots, exposure and Fast Previews landed in M0.13)
Tracking ≈ 96% 0.3 face tracking's trained model (MediaPipe Face Landmarker, M13.36) is an optional download; without it the classical (skin model + feature components + shape model) fitter is weak on profile views and occluded faces; Rolling Shutter Ripple is approximated by Subspace Warp's mesh density (face tracking (Outline Only / Detailed Features with Face Track Points and Extract & Copy Face Measurements), Subspace Warp's content-preserving mesh warp on subspace-smoothed trajectories, and radial lens distortion (k1, k2) in the camera bundle adjustment with Undistort Footage landed in M13.3; Rolling Shutter Repair in M9.11; point tracker, mask tracking, Warp Stabilizer and the 3D Camera Tracker in M6.x / M12.5 / M12.6)
Paint 0% 4.0 Brush, Clone Stamp, Eraser

Effects still missing

The full catalogue with GPU / 32-bpc badges and per-effect status is effects.md (generated from the registry).

None: the 3D Camera Tracker landed in M12.6. Boris FX Mocha and Cineware are third-party and not counted.

Added in M9.11 (39 effects)

Category Effects Notes
3D Channel 3D Channel Extract, Cryptomatte, Depth Matte, Depth of Field, EXtractoR, Fog 3D, ID Matte, IDentifier Read auxiliary channels: multi-layer OpenEXR (any layer.channel, Cryptomatte manifests from the header; EXtractoR picks a layer and channels from popups of the footage's layers and channels, layer.channels, #295; the footage itself shows the beauty pass, never Cryptomatte or depth, #412) or the compositor's own depth / layer-ID / normal / UV / Cryptomatte pass for precomps of 3D comps.
Immersive Video VR Blur, VR Chromatic Aberrations, VR Color Gradients, VR Converter, VR De-Noise, VR Digital Glitch, VR Fractal Noise, VR Glow, VR Plane to Sphere, VR Rotate Sphere, VR Sharpen, VR Sphere to Plane Seam-aware equirectangular processing (wrap-around, pole continuation, latitude-scaled filters), mono / over-under / side-by-side layouts; VR Converter between equirectangular, cube maps (4:3, 3:2, 6:1), sphere map and 2D.
Color Correction OCIO CDL / Color Space / Display / File / Look Transform, Color Stabilizer Built-in minimal OCIO-style config (ACES2065-1, ACEScg, ACEScct, sRGB, Rec.709, Rec.2020, Display P3, linear variants, XYZ) from published matrices and transfer functions; .cube / .3dl / .csp / .spi1d / .spi3d / .spimtx LUTs and ASC .cc / .ccc / .cdl. Custom .ocio config files are read from the OCIO v2 documentation (Configuration ▸ Custom: colorspaces and display colorspaces with the scene / display reference spaces joined by the default view transform, roles, displays with v1 and v2 views, view transforms, looks; Matrix, File, Exponent, ExponentWithLinear, Log, LogAffine, CDL, Range, Allocation, ColorSpace, Look, DisplayView, Builtin (matrices and display curves) and Group transforms), so Blender 4.x / 5.x configs give the Standard, AgX, Filmic and False Color views (#410). Grading Primary / Tone transforms, the ACES output and gamut-compression builtins and HLG pass colours through, and the effect shows a warning naming them (effect.warning).
Distort CC Flo Motion, Liquify, Rolling Shutter Repair Liquify strokes are effect data replayed into a displacement mesh (liquify.stroke / liquify.clear commands; no interactive viewer brush yet). Rolling Shutter Repair uses the KLT tracker.
Blur & Sharpen Camera-Shake Deblur, CC Radial Blur Deblur substitutes aligned patches from sharper neighbouring frames.
Audio Compressor, Distortion, Gate Applied in the mixdown like the other audio effects.
Simulation CC Hair, Particle Playground Particle Playground: cannon, grid, layer exploder, layer map, gravity, repel, wall, persistent property mapper (no Particle Exploder, text particles or ephemeral mapper yet).
Keying Key Light The full Keylight 1.2 control set under a generic name ("Keylight" is a vendor trademark); lookup("Keylight (1.2)") and the Effects & Presets search ("keylight") find it. Keyers' colour eyedroppers sample the effect's input (effect.pickColor), so a screen that is already keyed can still be picked.
Utility Color Profile Converter Our colour spaces and ACES; rendering intents (perceptual gamut compression, relative / absolute colorimetric, saturation).
Matte Mocha shape Mocha's export format is not public: reads a documented JSON shape format instead.

Update: M13.5 long-tail polish

Stroke Taper / Wave / multi-segment dashes and the radial gradient highlight (SHP-2); variable-width mask feather points (MSK-1; mask motion blur verified by tests); the Adaptive Sample Limit driving per-layer motion-blur samples (LYR-10); Classic 3D depth of field with the camera's iris shape, rotation, roundness, aspect ratio, diffraction fringe and highlights, progressive blur on tilted layers, and Link Focus Distance to Point of Interest / to Layer and Set Focus Distance to Layer (3D-1); Timeline outline and Project panel column scrolling; keyframe colour labels and Select Keyframe Label Group (ANM-1); vertical Roman text, Tate-Chu-Yoko, forced LTR paragraphs, the editing caret on animated / path text and Lottie style runs; the Layer Style dialog (LYR-9); Graph Editor snapping to markers and layer ends (ANM-4; the reference graph existed); viewer ROI resize handles, Pan Behind snapping and 3D Reference Axes; Animate Text ▸ Variable Font Axes. Remaining in these rows: Lottie can't carry taper/wave (the Variable Font Axes animator changes advances since M13.12, the Character panel's axes since M13.6; Advanced 3D's DOF has iris shapes since M13.8).

Update: M13.8 Preview panel, Align panel, Advanced 3D completion

  • Preview panel (PRV-1): Shortcut popup (Spacebar, Shift+Spacebar, Numpad 0, Shift+Numpad 0, Alt+Numpad 0), each shortcut with its own saved options (settings preview): Include Video / Audio / Overlays / Layer Controls, Loop, Cache Before Playback, Range (Work Area, Work Area Extended By Current Time, Entire Duration, Play Around Current Time with pre/post roll), Play From (Range Start / Current Time), Frame Rate (Auto or a rate), Skip, Resolution (Auto, Full … Quarter, Custom), Full Screen, "If caching, play cached frames" and "Move time to preview time". playback.settings.get/set; playback follows the plan (range, start, skip grid, rate, loop, cache-first, audio-only, resolution override, hidden overlays / layer controls, maximized viewer); the keys trigger their shortcut (playback.toggle {shortcut?}, playback.ramPreview, playback.preview.shiftSpacebar|shiftNumpad0|altNumpad0). Full Screen maximizes the Composition panel rather than taking over the display.
  • Align panel (UI-1): layer.align {edge, to: composition|selection} and layer.distribute {mode} (edges or centres) on content bounds through transform and parents, one undo step; Align Layers to dropdown and the Distribute Layers row.
  • Advanced 3D (3D-3): depth of field with the camera's iris and highlight options (the Classic 3D bokeh kernel, by each pixel's depth); collapsed precomps add their nested layers as real geometry lit by the parent (2D collapsed precomps draw nested 3D layers with the parent's renderer); text and shape strokes extrude as bevelled meshes in paint order.

Update: M13.22 GPU effects, part A

  • GPU ports (EFF-5): 30 more effects run on the GPU (196 GPU effects), each matching the CPU oracle within 1/255 (8 bpc) / 1e-3 (32 bpc) on every tested pixel, directly on a buffer (full and half resolution, as adjustment) and composited at 8 and 32 bpc:
    • the CC light family: CC Light Rays, CC Light Burst 2.5, CC Light Sweep, CC Light Wipe (gpu::fx_light);
    • transitions and perspective (gpu::fx_transition): Block Dissolve (block indices computed on the CPU per column / row sub-sample, so the hash sees the CPU's integers), CC Glass Wipe, CC Grid Wipe, CC Image Wipe, CC Jaws, CC Line Sweep, CC Radial ScaleWipe, CC Scale Wipe, CC Twister, CC WarpoMatic, Radial Shadow, CC Bender, CC Blobbylize, CC Cylinder, CC Sphere, CC Spotlight, CC Environment, 3D Glasses; other layers they read (gradient, reveal, backside, environment, stereo views) are fitted on the CPU and uploaded;
    • Numbers and Timecode (gpu::fx_text): the glyph coverage (fill and stroke ring) is rasterised on the CPU with the effect's own stroke font and composited on the GPU with the box, fill and stroke;
    • time (gpu::fx_time): Time Difference, Time Displacement, CC Force Motion Blur, CC Wide Time, Pixel Motion Blur and Timewarp fetch their frames through the host as Echo does and combine them on the GPU (weighted sums one frame per pass, in the CPU's order); Time Displacement's per-pixel times and Timewarp's motion vectors (block matching and smoothing) are computed on the CPU, Timewarp's Whole Frames / Frame Mix / Pixel Motion frame building and shutter average on the GPU.
  • Fallbacks and deviations: Timewarp with a Matte Layer renders on the CPU (gpu_supported); Card Wipe (the 3D card renderer shared with Card Dance and Shatter) and the 3D Camera Tracker stay on the CPU. CC Environment now fades nearly transparent environment texels to black continuously (colour / max(alpha, 1e-3), on both paths) instead of a hard 1e-6 un-premultiply cut-off, which turned the filtered map's float noise into colour. CC Sphere / CC Environment keep their longitude on the side of the ±180° seam the ray's sign puts it (a GPU's approximate atan2 can land across it).
  • Advanced 3D compositing on the GPU (3D-3, PRV-3): runs with blend modes, track mattes (2D, or 3D mattes drawn through the camera) or Preserve Transparency no longer read back: Renderer::split_adv_run hands draw_run's split path to the GPU (main scene, then each special layer far to near, hidden behind the nearer main scene and composited through the 2D kernels), and Environment Light Background skies draw in a kernel in Classic and Advanced 3D comps. The GPU walk matches the CPU compositor on the same rasters exactly at 8 and 32 bpc, with only the frame's own readback.

Update: M13.13 GPU performance and the remaining GPU ports

  • Small comps on the GPU (PRV-3): the GPU frame allocated (and zero-initialised) several full-frame RGBA f32 textures per layer; working textures now come from a pool (reused once every encoder that could read them is submitted), transparent inputs share one zero texture, readback staging buffers are reused and the 8/16 bpc quantisation after each layer is fused into the layer's composite. bench --gpu on an M4 Pro under load (both binaries run back to back, median of 15): Lower Third 1920×1080 GPU warm 21.0 → 4.1 ms/frame (viewer 11.1 → 2.6; Half 10.1 → 3.1), EffectCraft Intro 27.5 → 7.8 (viewer 21.7 → 3.6), 3D Showcase ≈ 95 → ≈ 60 (viewer ≈ 80 → ≈ 40), Adjustment Layers 93 → 36. In steady state the only transfer left is the frame's own readback (0.0 MB uploads per frame on every demo comp; the adjustment footprint is now cached and uploaded once).
  • Auto picks per comp: Backend::Auto (Mercury GPU Acceleration) times each comp on both compositors (render::AutoPick: per comp, scale and path; warm-up, capped stalls, re-probe every 48 frames) and renders on the faster one, in the viewer and previews (a Render Queue job renders every frame on the project's renderer, so its runs don't differ by timing). A light comp stays on the CPU, which composites only the layers' bounds: Lower Third Auto 0.8 ms/frame (CPU warm 1.7, GPU warm 4.1, which is mostly the 32 MB readback).
  • GPU ports (EFF-5): Warp, Bezier Warp, Reshape, Smear, CC Bend It, CC Page Turn, Cartoon, Color Emboss, Circle, Ellipse, Iris Wipe, Bevel Alpha, Bevel Edges and Gaussian Blur (Legacy) run on the GPU (166 GPU effects); Median, Median (Legacy) and Dust & Scratches take any radius (a sliding 512-bin histogram per row segment above radius 4); CC Power Pin's Perspective below 100 % runs on the GPU. All match the CPU oracle within 1/255 (8 bpc) / 1e-3 (32 bpc) on every tested pixel except: Smear and Reshape allow 0.1 % (f32 point-in-outline tests on boundary pixels; measured 0); Warp's Fisheye and Twist bent past 50 % or with a Horizontal / Vertical Distortion render on the CPU (gpu_supported), since their Newton inverse wanders chaotically near the crease and f32 settles on other pixels.

Update: M13.11 Advanced 3D on the GPU, Essential Graphics mirrors, ScriptUI paint

  • Advanced 3D on the GPU (PRV-3, 3D-3): a whole Advanced 3D run renders on the device (gpu::adv3d, Renderer::prepare_adv_run, Accelerator::render_3d): every motion-blur sub-sample's scene is rasterised (depth buffer, PBR, image-based light, shadow maps), then compute kernels resolve the 2×2 supersampling, average the sub-samples (nearest depth), apply the depth-based iris depth of field (the Classic 3D bokeh row spans and prefix-sum gather, highlight boost, progressive levels) and composite over the GPU canvas without a readback. Meshes from extruded text and shapes, cards, glTF models and collapsed precomps all go through it. Layers with blend modes, track mattes or Preserve Transparency (and environment backgrounds) keep the CPU's 2D compositing path, their scenes still rendered by render_3d. Wireframe-quality outlines draw on the GPU (exactly the CPU's pixels). The CPU stays the oracle: GPU-vs-CPU tests on lit scenes with shadows, environment light, DOF (hexagon with fringe and highlights, Fast Rectangle, radii at the 48 px cap), motion blur, extrusions and collapsed precomps agree within 1/255 on ≥ 99 % of pixels (measured: ≤ 0.01 %; the rest are silhouette pixels the two rasterisers cover differently), and the GPU post kernels match the CPU post-processing of the same GPU raster on ≥ 99.9 % (measured: all pixels). Fixed on the way: NaN environment lookups for straight up/down normals on Metal (atan2(0, 0)). bench --gpu --adv3d (1920×1080 Advanced 3D comp: PBR primitives, bevelled extruded text, a shadow-casting spot, point and environment lights, hexagonal-iris DOF with highlights, 8-sample motion blur): CPU warm 3394 → GPU warm 290 ms/frame at 1920×1080 (11.7×; Half 968 → 85 ms), GPU ≠ CPU on 0.005 % of pixels, on an M4 Pro under load.
  • Essential Graphics mirrors (CMP-7): adding a property that is already in the panel adds a mirror (its own name and place; one value in the comp and in every instance — editing, reverting or pushing either acts on both; Font / Scale as controls mirror per kind); essential.addMirror. A property control can also drive further properties of the comp (essential.linkProperty / unlinkProperty): links follow the main property both ways and take each instance's value. Panel badges and a ⋯ menu (Add Mirror, Link Selected Property, Unlink); addToMotionGraphicsTemplate on a property already present adds a mirror, and mirrors count as controllers.
  • ScriptUI (AUT-2): fillPath fills any path (non-zero winding trapezoid tessellation: concave, self-intersecting, holes) instead of egui's convex-only polygons; ScriptUI.newImage / ScriptUIImage hold an image file or embedded PNG/JPEG bytes, drawn by drawImage, image controls and icon buttons; script-host threads are compiled out of the web build (no dead code warnings).

Update: M13.5 UI completion & fidelity

Extended Viewer (Settings ▸ 3D, the viewer's Extended Viewer button, view.extendedViewer): custom 3D views (and the Active Camera view with Draft 3D on) render the visible pasteboard around the comp frame (the frame is outlined) so 3D layers reaching past the frame stay visible; Classic 3D planes project through the offset canvas natively, Advanced 3D comps show the frame only. Home ▸ Learn: three original interactive tutorials (Animate a title, Track and attach, Make a 3D scene) whose steps highlight their UI target by automation id, advance when the user runs the step's command, and can be performed with Show me (learn.list, learn.start, learn.step, learn.stop, learn.state). UI fidelity pass against After Effects 2026 captures: compact 19 pt Timeline / Project rows, flat rows with dark hairlines, dark switch wells, the selected layer / item name in a light cell, label-coloured bars muted toward grey, the time navigator with blue end handles and the work area bar (with the cache bar under it) below the ruler, open twirl chevrons, a 16 pt current-time display, the workspace bar order (Default, Review, Learn, Small Screen, Standard) and a single breadcrumb row above the viewer. Not yet: Composition Settings / Render Queue / Settings dialogs compared pixel by pixel (no reference captures of them yet).

Update: M13.6 panels and content tools

The last placeholder panels became real panels with automation ids: Lumetri Scopes (waveform RGB / Luma / YC, vectorscope YUV / HLS, histogram, parade RGB / YUV; Rec. 601 / 709 / 2020, 8-bit or float scale, clamp; scopes.analyze), Footage (double-click footage: its own time ruler, play, In/Out, Overlay Edit and Ripple Insert Edit; footage.*), Media Browser (desktop file system, favourites, thumbnails, import and drag to the Project panel or timeline; mediaBrowser.*), Metadata (codec, size, rate, duration, colour profile, file dates; item and project comments; item.metadata) and Progress (every render and analysis with progress and cancel; jobs.*). Content-Aware Fill (panel and Layer ▸ New ▸ Content-Aware Fill Layer): Object / Surface / Edge Blend, Work Area / Entire Duration, Alpha Expansion, Lighting Correction and a reference frame from a layer, rendered to a PNG sequence in a Fill layer above the source as a background job. Scene Edit Detection (markers, split, split and precompose), Auto-trace (alpha / RGB / luminance, current frame or work area, to the layer or a new layer) and Align Video to Data (JSON / CSV / TSV time keys) replace their disabled menu entries. Not yet: creating a reference frame by editing a still (After Effects hands it to Photoshop), Content-Aware Fill's learned model (ours is PatchMatch + flow propagation), and Media Browser in the web app (landed in M13.10: browser storage and File System Access folders).

Update: M13.12 import and text leftovers, test hardening

  • PDF / AI: mesh shadings — free-form and lattice-form Gouraud triangle meshes (types 4, 5), Coons and tensor-product patch meshes (6, 7, tessellated to triangles) — and function-based shadings (type 1, with multi-input sampled functions), for sh and shading-pattern fills, rasterised into image nodes; CCITT Group 3 (1-D and 2-D) and Group 4 images from ITU-T T.4 / T.6 (checked against an independent encoder's output); knockout and isolated transparency groups, the current alpha / blend mode / soft mask applied to a transparency group XObject's combined result, and blend modes inside clipping groups reaching the backdrop; /W2 / /DW2 vertical metrics and CMap WMode. Not done: JBIG2 images (deferred) and predefined CJK CMaps (no permissively licensed pure-Rust source of the CMap data; Adobe's CMap resources are Adobe assets).
  • EPS: text through the PostScript interpreter — findfont / scalefont / makefont / selectfont / setfont, show, ashow, widthshow, awidthshow, xshow / yshow / xyshow, kshow, glyphshow, charpath, stringwidth, re-encoded fonts (definefont copies with a new /Encoding) — with embedded Type 1 and CFF programs or the bundled fonts.
  • Create Shapes from Vector Layer: images become PNG footage layers parented to the shape layer, and the shapes between images are split into layers of their own so the stack keeps the document's paint order; soft masks and clipped images are reported.
  • Text: the Variable Font Axes animator re-spaces the text (advances at the animated design-space position), not only the outlines.
  • Hardening: PDF / EPS parsers survive truncated and corrupted files (fixed an out-of-range stream slice and unbounded PostScript recursion); WebAssembly plug-ins get a memory cap, a manifest length limit and slider schema checks, with tests for missing exports, wrong signatures and versions, fuel exhaustion, traps and bit-identical output; script Socket validates ports, and ScriptUI resource strings accept trailing array commas.

Update: text and viewer fidelity (G1)

Fixes from measured reports:

  • Glyphs that touch or overlap ("ff") are drawn as one outline, so no light seam shows where their anti-aliased edges meet (#415). Characters of other colours, with Blur, or under an Inter-Character Blending mode are still composited one by one.
  • Interior layer styles (Gradient / Color Overlay, Satin, Inner Glow, Inner Shadow, the inside of Stroke) blend onto the layer's colour inside its alpha, so an anti-aliased edge no longer shows a rim of the layer's own fill (#416). Not yet: Inner Bevel still shades an anti-aliased edge over the layer's own colour.
  • Text layers are always rasterised at their on-screen scale, sharp at any Scale as in After Effects, and an unscaled layer at a fractional position is no longer rasterised a quarter octave too large (#390).
  • The viewer's Auto resolution renders the pixels the magnification needs (Full above 50 %), and frames shown below 100 % are averaged (GPU frames through mip levels, CPU frames by a whole factor) instead of minified bilinearly (#417).
  • Each composition keeps its Resolution (Auto, Full, Half, Third, Quarter or Custom) in the project, as in After Effects: switching to another comp and back, or saving and reopening the project, shows the same resolution. Changing it marks the project modified but adds no undo step (undo and redo keep it) and keeps the comp's cached frames; projects saved before open with Auto. View ▸ Resolution and the panel's popup run view.res.full|half|third|quarter|auto and view.res.custom {factor}, which now work headless too; comp.info reports resolution and resolutionFactor (#417). Not yet: the magnification is not saved per comp, and the Composition Settings dialog has no Resolution popup.

Update: plug-ins and extensions as in After Effects; ease presets become a ScriptUI panel

EffectCraft's core keeps After Effects parity; what After Effects users get from third parties is an extension, on the same extension points After Effects has (plugins.md compares them: scripts, ScriptUI panels, effect plug-ins, with a guide to writing a panel).

  • ScriptUI panels in Scripts/ScriptUI Panels/ of the settings folder are listed at the bottom of the Window menu and dock like any panel (as before); the panels open when the app quits now open again at the next launch (window.restoreScriptPanels), as After Effects reopens its workspace's panels.
  • Scripting API (parity fixes the Ease Presets panel needed): app.settings lasts between runs (script_settings.json, script.settings.get / save); per-key methods (setTemporalEaseAtKey, setInterpolationTypeAtKey, removeKey, the continuous / auto-Bezier / roving setters) no longer change the user's key selection; keyInTemporalEase / keyOutTemporalEase report linear and auto-Bezier sides as they play, and keyIn/OutSpatialTangent the tangents the motion path plays; selectedProperties includes the properties of selected keyframes; isInterpolationTypeValid is false for Linear and Bezier on values that only hold.
  • Ease presets (#254), modelled on a third-party panel, moved out of the core: they are the bundled ScriptUI panel extensions/scriptui-panels/Ease Presets.jsx (Window ▸ Ease Presets.jsx), written only against the public scripting API. A curve is the out side of the first key and the in side of the second, in the Keyframe Velocity dialog's terms (influence in percent, speed relative to the segment's average speed); clicking a preset eases every pair of neighbouring selected keyframes in one undo step, per dimension and along the motion path for spatial properties, leaving the keys' other sides as they play. The twelve built-in curves are unchanged; user presets (Save, Rename, Delete) are kept with app.settings, and those saved by the core panel of v0.6.0 (ease_presets.json) move there the first time settings load. The panel shows the working curve as a drawing and its four numbers as fields (the value graph's handles don't drag: ScriptUI panels get no mouse-drag events here). The keys.easePreset.* commands and EaseCurve are gone. Not yet: curves with more than one bend (bounce and elastic shapes), preset import / export files.
  • Snapping options (#265): the Tools bar's menu has After Effects' two options, Snap Edges Extended and Snap to Features in Collapsed Compositions and Text Layers (the layers inside collapsed precomp layers snap); the per-feature toggles are gone and every feature snaps.

Update: M5.9–M5.14 keyframes, M3.15 clipboard, M12.8 responsiveness

  • The app froze every 10 s on Windows (M12.8): the cache budgets' memory reading started PowerShell on the UI thread and waited about a second for it. It runs on a background thread now, every 30 s.
  • Ctrl+C / Ctrl+X / Ctrl+V (M3.15) reach Edit ▸ Copy, Cut and Paste in the app (the window layer sends them as clipboard events, which the shortcut dispatcher ignored), and copying puts a line on the system clipboard so Ctrl+V always arrives.
  • Timeline keyframes (M5.9–M5.12): a drag follows the pointer to the end (it let go after a frame or two), moves every selected key as one undo step, never deletes keys it passes over, moves keys of time-stretched layers with the pointer, and Shift snaps to the current time, keys, layer ends and markers with a time / offset tooltip; Shift+click toggles selection, Ctrl+click switches Linear ↔ Auto Bezier, Ctrl+Alt+click toggles Hold; keys of locked layers can't be selected; Toggle Hold off restores Bezier; double-click edits a key's value; Select Equal / Previous / Following Keyframes; roving keys draw as dots.
  • Graph Editor (M5.11): a drag moves every selected key in time and value from where it was grabbed, Shift keeps one axis; the transform box and Alt-drag scaling never merge keys on the way and move them however slowly they are dragged; the same Shift / Ctrl / Ctrl+Alt clicks.
  • Paste (M5.13): keys copied from several layers paste onto as many layers in order; Paste Reversed Keyframes follows Paste's rules (stretch, target property, Hold-only properties).
  • J / K and Info (M5.14): J / K also stop at the work area; the Info panel shows a selected key's property, time and value.

Since (M5.15): J / K and Select All Keyframes use what the Timeline shows — the revealed properties' keys, layer and comp markers and the work area (visible: [{layer, prop}] on time.nextKey / previousKey / keys.selectAll; without it, agents get every property of the layers); the Graph Editor has Auto-Select Graph Type (the default: the speed graph when only spatial properties are shown, else the value graph; choosing Value or Speed turns it off). Graph Editor keys are small squares whatever their interpolation, as in After Effects.

Since (M13.34): audio scrubbing. Ctrl-dragging the current-time indicator (Cmd on macOS) plays one frame (30–100 ms) of the comp's mix at each new frame, as in After Effects. Snippets fade in and out and replace what is still queued, so the sound follows the pointer without lagging. Holding still repeats nothing, the Audio panel meters follow, and the output closes after an idle second. Agents call playback.scrubAudio {time}.

Since (M13.33): a precomp layer's bar shows its comp's markers, as outlined, read-only markers. They are mapped through the layer's timing (start, stretch, time remapping, Responsive Design stretch) and shown within its In–Out range. Hovering names them ("beat (marker in Pre)"), and a double-click opens the nested comp at the marker. Agents read the same list with markers.nested {layer}.

Since (M13.35): Roto Brush can use a trained segmentation model. MSK-4 keeps its score until G1 measures it against After Effects (gaps.md).

  • The model sits behind a swappable interface: effectcraft_segment::MaskModel plus a registry where every entry must have an open-source licence compatible with ours, a source URL, a size and a SHA-256.
  • The first model is MobileSAM (Apache-2.0: a TinyViT-5M encoder with Segment Anything's decoder), running in plain Rust (rayon and ndarray's safe GEMM, no ML framework). It reads the official mobile_sam.pt checkpoint directly and checks it against a pinned SHA-256.
  • Roto Brush Version 2.0 / 3.0 uses the model chosen in Settings ▸ Roto Brush; Version 1.0 and an uninstalled model use the classic graph cut.
  • On the base frame, points along the strokes prompt it. When propagating, the flow-warped matte prompts it (its box, points deep inside it and the matte itself). The model's probability map becomes a strong prior for the same graph cut, so strokes stay hard constraints and edges still snap to colour. A model whose mask disagrees with the flow (IoU under 0.5) is ignored for that frame.
  • Weights are never bundled. Download (verified; uses the system curl) or Install from File puts them in the settings' models folder, and they load in the background.
  • On the moving-disc test sequence it scores IoU 0.989 on the base frame and at worst 0.980 over 20 propagated frames (classic: 0.973). The encoder takes about 0.7 s a frame on a 32-thread CPU, 1.3 s on 4 threads; its embedding is cached, so new strokes on the same frame only rerun the decoder (about 0.1 s).
  • Agents use roto.models, roto.model.select, roto.model.download, roto.model.install and roto.model.remove. The browser build uses the classic engine for now.

Since (M13.36): face tracking can use a trained model too. TRK-3 keeps its score until G1 measures it against After Effects (gaps.md).

  • The model sits behind effectcraft_segment::face::FaceModel (find a face in a region, follow it frame to frame), in the same registry as Roto Brush's. A model reports its own points and says which are the tracker's landmarks and which trace the face outline, so models can be swapped without touching the tracker.
  • The first model is MediaPipe Face Landmarker (Google, Apache-2.0): the BlazeFace short-range detector and Face Mesh V2 (478 points). Its official face_landmarker.task bundle (3.8 MB, pinned SHA-256) runs on our own TensorFlow Lite interpreter in plain Rust, which matches TensorFlow Lite's to about one part in a million.
  • Settings ▸ Face Tracking chooses it. Outline Only keys the mesh's face oval into the mask; Detailed Features keys the mesh's eye, pupil, brow, nose and lip points; chin and jaw come from the outline as with the classical fitter, so Extract & Copy Face Measurements means the same with either. When the model finds no face in the mask, the classical fitter runs.
  • On a test portrait its points are 0.85 px from Google's own pipeline on average (2.2 px at worst). Finding a face takes about 45 ms; following it, about 20 ms a frame (32-thread CPU).
  • Agents use face.models, face.model.select, face.model.download, face.model.install and face.model.remove; track.mask reports the engine it tried first as faceModel.

Since (M13.32): View ▸ New Viewer (Alt+Shift+N, also in the Composition panel menu) opens another Composition viewer as its own panel, as in After Effects. The viewer in use is locked, so it keeps its comp. One viewer is active: it is the interactive one and shows the active comp. The others show their own comp's frame at that comp's current time, and a click (or their tab) makes them active. Opening a comp while the active viewer is locked shows it in an unlocked viewer, or in a new one if every viewer is locked. Closing a viewer hands over to another one, with that viewer's comp. Each viewer's tab is named after its comp, with its own lock.

Since (M4.14): RAM preview frames are keyed by their comp's content, not the project revision. An edit keeps the cached frames (the green bar) of every comp it doesn't touch, and undo finds the frames of the state it returns to, as in After Effects. The identity costs about 0.1 ms on the 1500-layer test project: it hashes the addresses of the comps a comp draws, and the RAM cache keeps a project snapshot for every identity with frames, so those addresses can't be reused meanwhile. Footage, solids, proxies and the project settings are hashed by value. At most 64 states are kept, so a long drag doesn't hold on to every intermediate state. The disk cache's content key now also covers proxies and Use Proxy.

Since (M13.30–M13.31): the Tools bar and About dialog carry the ArtCraft mark. The Home screen is laid out like After Effects' and covers the whole workspace. A left rail holds New Project / Open Project, the Home, Templates and Learn pages and, at its foot, the community links. The Home page has a "Welcome to EffectCraft" heading, quick-start tiles (New Composition, Open Demo Project, Import Footage, New from Template) and the recent projects as a filterable table with thumbnails and Name / Opened ("3 hours ago") / Size / Kind columns. New automation ids: home.filter, home.templates, home.file.import.

Since (M4.13): motion blur follows a collapsed precomp layer's own motion. Its nested layers are drawn with the precomp layer's transform at every sub-sample, and with the containing comp's shutter, as they are drawn into its frames. Shape and text layers whose content animates within the shutter (paths, Trim Paths, shape transforms, text animators) are drawn at Samples Per Frame times and averaged, as After Effects does for shape layers; content that holds still is drawn once.

Since (M3.15): the Timeline shows one tab per open comp, as in After Effects. Double-clicking a comp in the Project panel opens it as a new tab next to the comps already open; it no longer renames (Enter or the context menu still do). A tab's × closes that comp's Timeline, not the panel. A tab dragged over a tab strip shows an insertion mark between the tabs it will land between, and lands there; this reorders a group's own tabs too.

Since (M5.16): Key Light (After Effects' Keylight 1.2) is checked end to end on a green-screen plate with an uneven screen, spill and soft edges (effect.apply "Keylight (1.2)", pick, Clip Black / White, render). The colour eyedroppers of Keying effects sample the effect's input rather than the keyed frame (Ctrl/Cmd+click averages 5 × 5 pixels); agents do the same with effect.pickColor {effect, param, x, y, average?} (effect space). Searching "keylight" in Effects & Presets, or list_effects, finds it.

Update: M4.9–M4.11 nested comps and motion blur

  • Composition Settings ▸ Advanced ▸ Preserve frame rate when nested or in render queue and Preserve resolution when nested (model, renderer, Render Queue, dialog, comp.settings, comp.info, CompItem.preserveNestedFrameRate / preserveNestedResolution; Pre-compose copies them).
  • Nested comps past their end show nothing (flattened, through a proxy, or collapsed); they kept drawing layers whose bars ran on.
  • Motion blur gate: mask motion blur, effects that read the shutter and Advanced 3D follow the render options and the precomp layers' switches like layer motion does; mask motion blur uses the comp's Samples Per Frame.

Not yet: collapsed precomps don't blur with the precomp layer's own motion or the parent camera's; animated content inside a layer (shape paths, text animators, nested frames) isn't re-rendered per sub-sample; nested comp markers on the precomp layer bar.

Update: M4.5–M4.8 cached playback

  • RAM preview keys carry the render options (Fast Previews Draft / Fast Draft, Realtime Shadows), so a mode switch never shows frames rendered the other way; eviction drops the least recently shown frame; frames of an earlier revision are freed as soon as the project changes; the green bars count exactly what the viewer shows (scale, 3D view, region of interest).
  • Playback: viewer Resolution Auto keeps its scale while playing (it halved it, so cached frames weren't reused); Cache Before Playback cuts a range larger than the RAM preview budget to the frames that fit and plays them (it waited forever); the Info panel shows the achieved frame rate and whether it is real time.
  • Cache Frames When Idle renders the work area in the background after a second of quiet.
  • Edit ▸ Purge: disk and snapshot purges keep the RAM preview; memory purges also drop decoded footage frames.

Not yet: content-keyed RAM frames (an edit drops every comp's RAM frames; the disk cache keeps content keys), audio scrubbing, four snapshot slots.

Update: M3.14 project files

Project files name the version that wrote them (savedBy); opening one that a newer EffectCraft saved warns that what this version doesn't know is lost on saving (file.open reports savedBy). Saving checks that the file reads back first, so a value JSON can't hold (NaN) fails the save with a message instead of writing a project that can never be opened (the file on disk is left as it was). Increment and Save and Save a Copy keep an XML project (.ecprojx) XML; a file that isn't a project says so by name. A corrupt or hostile project opens within the limits the commands use (#788): compositions, solids and footage at most 30,000 × 30,000 px (as in After Effects), frame rates 0.001–1000 fps, pixel aspect 0.1–10, compositions at least one frame long and 2–64 motion-blur samples; file.open lists what it corrected (repaired) and a toast names it.

Update: M3.13 menu bar

Group Shapes (Ctrl+G) and Ungroup Shapes (Ctrl+Shift+G) moved to the Layer menu itself, where After Effects has them; Window ▸ Learn opens the Home screen's Learn tab; Composition ▸ Composition Flowchart is Ctrl+Shift+F11 and Window ▸ Flowchart Ctrl+F11 (the flowchart had Window's shortcut); Layer ▸ Transform ▸ Center In View shows Ctrl+Home; "Reveal in Finder" reads "Reveal in Explorer" on Windows (and "Reveal in File Manager" on Linux). Not yet: View ▸ New Viewer (several unlocked Composition viewers at once; View ▸ Split with New Locked Viewer adds the one locked viewer the interface has).

Update: M3.12 Pre-compose and New Comp from Selection

  • Pre-compose makes the new composition with the original's settings (pixel aspect, background, motion blur shutter / samples / switch, frame blending switch, 3D renderer); it only kept the size, frame rate and background.
  • File ▸ New Comp from Selection is one undo step (it was two per item) and takes each item's pixel aspect. With several items selected it opens After Effects' dialog: Single or Multiple Compositions, Use Dimensions From, Still Duration (default: Settings ▸ Import ▸ Still Footage), Add to Render Queue and Sequence Layers with Overlap, Duration and Transition (file.newCompFromSelection {single, dimensionsFrom, duration, addToRenderQueue, sequence, overlap, overlapDuration, transition}). layer.addItem {duration} sets a still's length.

Update: M3.11 layer commands

  • Lock: locked layers can't be selected (a Timeline click, Select All, Ctrl+Up / Down step over them, as do shy layers while hidden) and are left alone by Clear / Delete, Arrange, the Layer ▸ Transform commands and Center Anchor Point (an error when every target is locked).
  • Deleting a parent unparents its children where they are (their Position, Rotation and Scale are re-expressed in the composition, like the pick-whip), in the same undo step; they used to jump.
  • Bring Forward / Send Backward move each selected layer one step past the next unselected layer, so a non-contiguous selection keeps its gaps (it was squeezed into one block).
  • Layer ▸ Transform: Center In View and Fit to Comp keep a 3D layer's depth (Z was reset to 0) and Fit keeps Scale / Anchor Z; Reset, Center and Fit set X / Y Position when the dimensions are separated (they changed the hidden combined Position, so nothing moved); Center Anchor Point keeps layers with separated dimensions in place.
  • Duplicate and paste keep parents and track mattes: a copy follows the copy of its parent / matte when both were copied, else the original in the same composition (paste dropped them always).

Update: M3.10 Layer Settings and settings dialogs

Layer ▸ Layer Settings on a solid or adjustment layer opens Solid Settings on the layer's solid (it did nothing before): name, size, Pixel Aspect Ratio, colour and Affect all layers that use this solid, which starts off as in After Effects, so a change to a solid other layers share gives this layer a new solid of its own; nulls ask for their name, and text and shape layers have no settings (the entry is disabled). New solids take a Pixel Aspect Ratio too. The Composition Settings / New Composition and Solid Settings dialogs register an automation id for every control (dialog.comp.*, dialog.solid.*), Composition Settings takes any typed frame rate besides the list, New Composition starts from the settings of the last composition made with it, and their colour buttons show the stored sRGB colour (they showed it lighter).

Update: M3.9 unsaved changes

Closing a modified project asks first, as After Effects does: Quit and the window's close button, File ▸ New Project, Open Project, Open Recent, Close Project, the demo project and a Home template show Save / Don't Save / Cancel (Save asks for a path when the project is untitled, and cancelling that keeps the project open); File ▸ Revert asks to discard. The window title shows the project's path and * while it has unsaved changes. The modified mark now follows undo (undoing, jumping in the History panel or rolling back a batch to the saved state clears it), and edits that change nothing record no undo step. Agents' engine.execute / MCP calls are never asked; the control channel's app.quit {force: true} skips the prompt.

Home ▸ Templates (UI-7; File ▸ New ▸ New Project from Template…): a gallery of eight original built-in project templates authored in code from engine commands — Lower Third, Title Card, Logo Reveal, Kinetic Type, Social Square 1080×1080, Vertical 9:16 Story, Slideshow and 3D Text Orbit — each with Essential Graphics controls on its main comp and a thumbnail rendered by our own renderer the first time the gallery shows it. File ▸ Save as Template… writes the open project as an .ectemplate (the open template container: manifest.json with kind: "project", project.ecproj, poster.png, thumb.txt) into the config Templates folder (in the browser: the settings store); the gallery lists built-in and user templates, user cards can be deleted, and opening any template makes an untitled copy. Commands: templates.list, templates.thumbnail, templates.create, templates.saveAs, templates.delete, file.newFromTemplate; automation ids home.tab.templates, home.templates.<id> / .open / .delete, home.templates.saveCurrent. M13.30: saving embeds the footage files (default on, capped at 256 MB with a warning; the rest stays linked) and creating from the template extracts them next to the new project (or into browser storage).

View ▸ Simulate Output ▸ My Custom RGB…: a dialog defines a custom output device by primaries and white point (CIE xy) and a gamma or the sRGB curve, or reads them from an RGB matrix/TRC ICC profile (v2/v4: colorants, wtpt, chad, curv/para tone curves; table and parametric curves are fitted to a gamma unless they are the sRGB curve); the definition is kept in Settings (customRgb) and simulated like the built-in profiles, with Preserve RGB (view.customRgb, view.simulateOutput {profile: "myCustom"}). Generic dialog forms now register form.field.<key>, form.ok and form.cancel automation ids. M13.30: LUT-based (A2B0) ICC profiles too (lut8Type, lut16Type, lutAToBType / lutBToAType, evaluated from the public ICC specification and baked into a 3D LUT for the viewer).

M13.26: Premiere Pro interop via timeline interchange

Feature After Effects EffectCraft Status
File ▸ Import ▸ Adobe Premiere Pro Project… reads .prproj reads Final Cut Pro XML (Premiere's File ▸ Export ▸ Final Cut Pro XML), FCPXML, OTIO, EDL, AAF and OMF (file.importTimeline): comps, layers by track, timing/speed/reverse/holds, Motion and Opacity keyframes, dissolves as opacity keys, nested sequences as precomps, audio layers with levels, bins as folders, missing media as placeholders ≈ 85%
File ▸ Export ▸ Adobe Premiere Pro Project… writes .prproj writes Final Cut Pro XML .xml (also FCPXML, OTIO, EDL, AAF, OMF; file.exportTimeline): clips per layer with timing, Motion, Opacity and levels; precomps nested; rendered-only layers pre-rendered to ProRes 4444 with alpha ≈ 85%

Not yet: native .prproj (no public specification; awaits a decision), media embedded in AAF/OMF (not extracted), Premiere effects other than Motion/Opacity/Volume, speed ramps, titles/graphics, and Dynamic Link.

Update: M13.23 GPU effects, part B (EFF-5)

40 more effects run on the GPU (236 in all, with M13.22's 30), each checked against the CPU oracle (≤ 1/255 at 8 bpc, ≤ 1e-3 at 32 bpc) directly on a buffer (full and half resolution, adjustment) and composited at 8 and 32 bpc:

  • 3D Channel (gpu::fx_depth): 3D Channel Extract (every channel, Anti-alias), Cryptomatte, Depth Matte, Depth of Field, EXtractoR, Fog 3D (with a Gradient Layer), ID Matte and IDentifier. The layer's auxiliary channels upload as an extra texture at the aux resolution and are resampled onto the buffer with the CPU's index arithmetic (tested at 1× and 2× aux resolution and on padded buffers). Cryptomatte's ranks are reduced per aux pixel on the CPU (selection coverage and ID colours), then looked up on the GPU.
  • Immersive Video (gpu::fx_vr): VR Blur, Chromatic Aberrations, Color Gradients, Converter (all nine projections and cube layouts), De-Noise (guided filter and median), Digital Glitch, Fractal Noise, Glow, Plane to Sphere, Rotate Sphere, Sharpen and Sphere to Plane, in mono and both stereo layouts: the equirectangular maths (seam wrap, pole continuation, latitude-widened box blurs) ported operation for operation. Exception: VR Converter re-projections that cross a cube-face edge or a fisheye rim may pick the neighbouring face for directions within f32 rounding of the edge (the CPU decides in f64): up to 0.5 % of pixels allowed (measured 0).
  • Colour management (gpu::fx_lut): Apply Color LUT, OCIO CDL / Color Space / Display / File / Look Transform and Color Profile Converter compile to colour programs (effects::color_program, next to the CPU effects) interpreted per pixel; 1D / 3D LUTs and cineSpace shapers are read from a storage buffer with the CPU's nearest / trilinear / tetrahedral interpolation and inverses (not a hardware 3D texture: its filtering rounds the weights and cannot do tetrahedral). Lumetri's Input LUT and Look no longer force the CPU. Custom .ocio configurations compile to the same programs (one of more than 255 steps renders on the CPU). Exception: nearest-neighbour lattice lookups may pick the other lattice point for 8 bpc inputs exactly on a rounding boundary (up to 1 % of pixels allowed).
  • Simulation render passes (gpu::fx_sim): CC Rainfall, CC Snowfall, CC Star Burst, CC Bubbles, CC Drizzle, CC Hair, CC Mr. Mercury, Caustics, Wave World, Foam, Shatter, Card Dance and Card Wipe. The per-frame simulation / layout stays on the CPU and is shared with the CPU effect as a plan (sprites, textured pieces, blobs, drops, the wave grid, Caustics' prepared layers); a tiled rasteriser composites each pixel's items in the CPU's order and shading, with layer-dependent colours (refracting rain, star-burst and hair roots, bubble refraction) sampled per pixel. Piece plans read the frame back once (their gradient maps and textures default to the layer). Shatter's wireframe views and Foam's User Defined texture, Environment Map and flow-map preview render on the CPU.

Update: M13.28 GPU effects, part C (EFF-5)

37 more effects run on the GPU, each checked against the CPU oracle (≤ 1/255 at 8 bpc, ≤ 1e-3 at 32 bpc) directly on a buffer with masks, another layer and an audio track (full and half resolution, adjustment) and composited at 8 and 32 bpc:

  • Pixel ports (gpu::fx_pixel2): CC Cross Blur, CC Radial Blur, CC Vector Blur, Reduce Interlace Flicker, CC Composite, Color Link, Cineon Converter, HDR Compander, HDR Highlight Compression, Grow Bounds, CC Overbrights, CC Block Load, CC Burn Film, CC Glass, CC HexTile, CC Mr. Smoothie, CC Plastic, Inner/Outer Key, CC Simple Wire Removal and Basic 3D. Inner/Outer Key's trimap and Cleanup strokes and CC Glass / Plastic's light are built next to the CPU effect and shared; Color Link's sample statistics run on the CPU over the read-back layer (none when a Source Layer is chosen). Plane blurs (util::gauss_plane) sum each box window directly, as the CPU's f64 running sums keep the small values that normalised blurs divide. CC Plastic now reads its Bump Layer (it read a nonexistent parameter id).
  • Generators (gpu::fx_gen2): Lightning, Advanced Lightning, Beam, Lens Flare, Radio Waves, Vegas, Stroke, Scribble, Write-on, Paint Bucket, Eyedropper Fill, CC Glue Gun, CC Threads, Audio Spectrum, Audio Waveform, Basic Text and Path Text. The geometry stays on the CPU and is shared with the CPU effect as a per-frame plan (effects::bolt_plan, lightning_segments, paint_plan, marks_plan with the FFT / peak analysis, text_passes, radio_plan, Paint Bucket's flood-filled region, Eyedropper Fill's sample); segments and convex polygons are binned into 16 × 16 tiles and rasterised on the GPU with the CPU's coverage functions, glows and compositing included. The CPU effects were refactored to draw from the same plans with bit-identical output (crates/effects/tests/gen_golden.rs: 288 frame hashes pinned before the refactor). Exception: CC Threads decides band membership and fibre shade per pixel, and at round parameter values (the defaults) pixel centres sit exactly on band edges, where f32 and the CPU's f64 can fall on either side: up to 5 % of pixels allowed (measured ≤ 3.6 % at half resolution with the defaults, 0 at generic values).
  • Fractal stays on the CPU: in f32, orbits near the set escape at other iterations on 0.3–1.5 % of the pixels even at low magnification, WGSL has no f64 and Metal's fast math defeats double-f32 emulation.

Update: M13.29 GPU effects, part D (EFF-5)

7 more effects run on the GPU (280 in all, with M13.28's 37), and five CPU fallbacks are gone. Each case is checked against the CPU oracle (≤ 1/255 at 8 bpc, ≤ 1e-3 at 32 bpc) directly on a buffer (full and half resolution) and composited at 8 and 32 bpc; the CPU refactors behind the shared plans are pinned bit for bit by golden hashes (crates/effects/tests/particle_golden.rs, timewarp_golden.rs, sim_golden.rs).

  • Particle render passes (gpu::fx_particles): CC Particle World and CC Particle Systems II (every particle type and transfer mode; the stepped simulation stays on the CPU or the GPU ParticleSim, sorted and shaded as the CPU does), Particle Playground (cannon, grid, text strokes, layer exploder, property mappers, repel, wall; the Layer Map particles' frames are packed into one atlas), CC Ball Action, CC Pixel Polly and CC Scatterize (their plans read the frame back once: the particles take the layer's colours and, for Ball Action's twist, its luminance). Plans too large for one item table draw in several passes, each over the previous one, with the same per-pixel arithmetic. Since #397 CC Particle World sees its particles through the comp's active camera layer, as After Effects does, and through Extras ▸ Effect Camera (Distance, Rotation X / Y / Z, FOV) when there is none; both compositors draw the same plan, and the layer cache keys the effects that read the comp camera or lights by them.
  • Curl Noise: the fBm potential, its curl and the streamline trace as three kernels.
  • Former fallbacks: Shatter's wireframe views (the default view) draw their lines as sprites; Foam's User Defined texture, Environment Map and flow-map preview draw over the bubble sprites; Timewarp with a Matte Layer carries the masked frames and the foreground's and background's own vectors in its plan and builds both layers on the GPU; custom .ocio configs compile to the colour program (matrix and offset, exponent, log / log-affine, range, CDL, file LUTs, groups, inverses). Warp's Fisheye / Twist past 50 % or with a distortion keeps the CPU's f64 Newton solve (f32, even with more iterations, lands on other roots near the crease): the CPU solves the inverse map from the geometry alone and the GPU samples along it, so the chain stays on the GPU without a readback.

Update: M13.30 web depth and polish

  • GPU in the browser's job workers (WEB-1): each job worker opens its own WebGPU device (deferred readbacks) like the frame workers. The Render Queue's export and the analyses' frame loops are futures (effectcraft_render::passes, offload::run_request_async): every frame renders in passes on the device and the job awaits the GPU between them, so Render Queue renders and the input frames of Warp Stabilizer, 3D Camera Tracker, Track Motion, mask tracking and Roto Brush (prefetched before each step) use the GPU. GPU particles and Advanced 3D (raster_3d, render_3d) read back under keys, so they run on the device in frame and job workers too (a depth-of-field run still resolves on the CPU, its scenes on the GPU). Content-Aware Fill became a job-worker job too (its files go back to browser storage; before, it ran on the page and could not write its folder). effectcraft.info().workers reports the job workers' adapter and each job's passes and readbacks; the headless-Chrome smoke test measures them.
  • Layer buffers in the browser's disk cache: frame workers back their layer caches with a PrefetchStore; the page plans which layer entries to read before a request from the previous frames' misses (LayerPrefetch over the shared DiskIndex, one LRU order for frames and layers), and slow buffers are written to effectcraft-cache/v1/layers.
  • Templates embed footage: templates.saveAs {embedFootage (default true), embedLimitMB (default 256)}; templates.create {projectPath?, footageDir?} extracts it.
  • ICC A2B0 profiles in View ▸ Simulate Output ▸ My Custom RGB (see above).

Highest-value gaps, in order

  1. On-canvas text editing and per-character styles (landed: M9.9–M9.10).
  2. Effect Controls widgets: angle dial, point crosshair, eyedropper, curves and levels editors. (second wave, 2 October)
  3. Viewer basics: snapping, rulers, channel view, snapshots, exposure, a drawable region of interest. (M0.13)
  4. A GPU (wgpu) compositor, then GPU effects (M12.2: 2D compositing and 16 GPU effects; M12.7: Classic 3D runs, adjustment layers, 58 GPU effects and GPU particles; M13.9: 152 GPU effects).
  5. Pen tool for shape paths, shape vertex editing, free transform (M6.5); the Layer viewer.
  6. Motion-path handles in the viewer; graph editor transform box and snapping. (M5.8)
  7. Point tracking and stabilization (M6.x; Warp Stabilizer M12.5, 3D Camera Tracker M12.6).
  8. Frame blending, collapse transformations, slip edit. (M4.3–M4.4)
  9. A real 8/16/32-bit pipeline with linear blending and colour management. (third wave; OCIO / ACES in M7.7)
  10. Drag-to-dock and floating panels, saved workspaces, native macOS menus.
  11. Auto-save, crash recovery, recent projects (M3.7, M14); unsaved-changes prompts (M3.9).
  12. Expression gaps: sampleImage, footage() (landed with data footage, the error bar and the Expression Language menu; the sourceText style API landed in M9.9).
  13. Lottie, WebM, SVG and PSD import (landed; a disk cache too).
  14. Puppet and paint tools (second wave; puppet rigging and follow-through in M13.14–M13.16).
  15. Preferences and a shortcut editor that can rebind; real Wiggler, Smoother and Motion Sketch; the marker dialog. (second and third waves)
  16. Motion blur of collapsed precomps and of animated content inside a layer (shape paths, text animators). (M4.13)
  17. Content-keyed RAM preview frames, so an edit keeps the frames of comps it doesn't touch. (M4.14)
  18. View ▸ New Viewer (several Composition viewers) (M13.32); nested comp markers on the precomp layer bar (M13.33), audio scrubbing (M13.34).

At the original audit the engine underneath (keyframes, expressions, shape operators, text animators, Classic 3D, all 38 blend modes, the render queue) was already deep, and most of what was missing was interactive tooling, settings stored but not rendered, about 69 disabled menu entries and the large systems (tracking, puppet, paint, roto). All of those have landed since; one menu entry stays disabled on purpose (Import ▸ Vanishing Point), and what is left is listed at the top of this page and in items 16–18 above.

Revision history

Date Change Summary
2026-10-12 minor Audited against upstream/main 470ea7a3: open crash list, closed-issue references in the area tables, export formats 12 to 13, localization ≈ 12% to ≈ 18%, #include, built-in preset count, 12 October repository counts
2026-10-10 minor Readiness-by-audience table: hours to ≈ 95% for each of the three numbers; the full number stays an additive weighted sum (unchanged)
2026-10-10 minor Added mainstream practitioner (≈ 47%) and essentials user (≈ 52%) numbers with weights, discounts and GitHub user evidence; wrote down how the full ready number is built (unchanged at ≈ 45%)
2026-10-10 minor Stage checked against the core-workflow alpha gate: passes, still alpha
2026-10-10 major Full re-measure against After Effects 2026 26.5 (installed bundle, 26.2–26.5 release notes, repository counts); two numbers (breadth ≈ 91%, ready ≈ 45%); feature-area and dimension tables with Opus 5.5 hours; docs/parity.md merged in as the appendix and its stale per-area table superseded
2026-10-05 minor Checklist updated for M3.9–M4.12 (as docs/parity.md)
2026-10-04 major Checklist audit at d39c0e8: ≈ 99% weighted breadth, 89 / 3 / 0 of 92
2026-10-02 major First audit: ≈ 64% weighted breadth