Apply the effect using PlayActionEvent

Hello

I am applying the effect revolution 3D using PlayActionEvent. Because the effects are not recordable, I added it using «Insert Menu Item»... "and file .aia saved, which contained 3 params (itnm, lcnm and cmid). These params were sufficient to call 3D Revolve Options dialog box by using the SDK, but nothing more. Two questions:

  1. Is it possible to remove the Options dialog box? I used kDialogOff, but without effect. I assume this dialog box because I haven't specified an additional parameter (like x, y, z rotation, angle, surface, etc.), which leads to the second question
  2. How to know the list of settings that are needed for a particular effect?

As a general rule, it is at all possible to apply effects using PlayActionEvent?

TNX

Zdravko

Sorry, I should have been more clear. The discharge I posted wasn't for actions - I don't know how we're going to apply a live effect through PlayAction. Those who entered the direct effect settings. If you create and assign a direct effect in action, the parameters are accessible in the form of a dictionary. If you get the settings like an AIDictionaryRef and you would set & get entries of the dictionary by using the display names.

Here are a few (very very) rough code showing how you would:

Sub ApplyLiveEffect (AIArtHandle art)

{

Assert (art);

AIArtStyleHandle style = 0;

Error AIErr = sArtStyle-> GetArtStyle(art, &style);)

THROW_EXCEP_IF (Error);

Assert (style);

AIStyleParser parser = 0;

error = sArtStyleParser-> NewParser (& parser);

THROW_EXCEP_IF (Error);

error is sArtStyleParser-> ParseStyle (parser, style);.

THROW_EXCEP_IF (Error);

ASSERT (sArtStyleParser-> IsStyleParseable (parser));

AILiveEffectHandle liveEffectId = 0; WHICH MUST BE FILLED IN

AIParserLiveEffect parserEffect = 0;

NOTE: AILiveEffectParameters is actually a typedef for AIDictionaryRef!

Parameters AILiveEffectParameters = 0;

Error AIErr is sLiveEffect-> CreateLiveEffectParameters(¶meters);.

THROW_EXCEP_IF (Error);

AIDictionarySuite allows you to set values of parameter here

error = sArtStyleParser-> NewParserLiveEffect (liveEffectId, settings, & parserEffect);

THROW_EXCEP_IF (Error);

const ai::int32 count is sArtStyleParser-> CountPostEffects (parser);.

You can also use pre-effect, but I find his usual poster; I'm a little

blurry on the difference, but you can read about it in the docs

error = sArtStyleParser-> InsertNthPostEffect (parser, count, parserEffect);

THROW_EXCEP_IF (Error);

style = 0;

error = sArtStyleParser-> CreateNewStyle(parser, &style);)

THROW_EXCEP_IF (Error);

Assert (style);

error is sArtStyle-> SetArtStyle (art, style);.

THROW_EXCEP_IF (Error);

error = sArtStyleParser-> DisposeParser (parser);

THROW_EXCEP_IF (Error);

parser = 0;

}

To change the settings, you can use AIArtStyleParserSuite::GetLiveEffectParams() & SetLiveEffectParams(). For the use of AILiveEffectHandle something like that at startup:

AILiveEffectHandle FindLiveEffect(const char* name)

{

AILiveEffectHandleresult = 0;

AI::Int32 count = 0;

Error AIErr = sLiveEffect-> CountLiveEffects (&count);)

THROW_EXCEP_IF (Error);

for (ai::int32 i = 0; i)< count;="" i++)="">

Effect of AILiveEffectHandle = 0;

Error AIErr = sLiveEffect-> GetNthLiveEffect (i, & effect);

THROW_EXCEP_IF (Error);

const char * effectName = 0;

error = sLiveEffect-> GetLiveEffectName (indeed, & effectName);

THROW_EXCEP_IF (Error);

Assert (effectName);

TRACE ("effect of living found ' % s ' \n", effectName);

If (strcmp (effectName, name) == 0) {}

result = effect;

break;

}

}

return the result;

}

In this case, the effect name is "Adobe 3D Effect.

Tags: Illustrator

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