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View Full Version : Latest way to import AVS to Premiere Pro?


zambelli
26th July 2005, 01:35
What's the latest and greatest method for importing Avisynth scripts into Premiere Pro?

The one I've been using for the past year is http://sourceforge.net/projects/videoeditorskit, but it's prone to crashing when it runs out of memory (and I hate having to guess how much memory the project will consume).

Guest
26th July 2005, 01:59
Please do not ask for the "best" anything, per forum rule 12. Thank you.
:readrule:

One approach is to use VFAPI, for example, use DGVfapi from the DGMPGDec package, or another utility called AVS2AVI.

zambelli
26th July 2005, 03:50
Please do not ask for the "best" anything, per forum rule 12. Thank you.


In this case I think it's just semantics. :) "Latest" might be more appropriate because I'm looking for a method that isn't over 1 year old (like PremiereAVSPlugin).


One approach is to use VFAPI, for example, use DGVfapi from the DGMPGDec package, or another utility called AVS2AVI.


My only issue with AVS2AVI is that I have to create an AVI for every AVS I have. Imagine a case where I have 40 .avs files that I need to edit together in Premiere. It's doable, but perhaps not the cleanest way.

I'd prefer a plugin solution such as PremiereAVSPlugin that doesn't require any additional files and is easily scalable to a large project.

Guest
26th July 2005, 04:02
AVS2AVI is a command line utility. So it should be simple to make a batch file to process a bunch of files.

Have you tried to approach the author of the Premiere plugin for support?

Mug Funky
27th July 2005, 13:58
hmm. premiere avs plugin works fine for me. how much ram do you have?

btw, premiere pro is an absolute bitch. why does it HAVE to conform audio for EVERY SINGLE ASSET you've dragged in, regardless of whether the audio is being filtered or if it's even in the timeline? way to go from 30 gig free to 3 gig free in less than a minute!
*rant over*

but yeah, should be no problems so long as you save often, and re-start premiere after each major task - otherwise it'll consume every last byte of virtual memory it can and slow everything else down.

zambelli
28th July 2005, 00:31
I have 1 gig of RAM, but the AVS plugin still drags down Premiere big time. It seems like the trick is finding the sweet spot between the amount of memory necessary for AviSynth to run efficiently and the amount of memory that's cummulatively too high for the given number of AVS files on the timeline. In other words, if I set the AviSynth memory limit to 4MB, that can be too low for some AviSynth processing. But if I set it 16MB, that drags down Premiere very quickly because a dozen or two AVS files on the timeline will immediately eat up hundreds of megs of memory. I just hate having to do this guess work and wish there was a more efficient way.

I've actually seen AVS Plugin crash Premiere during movie export, and that's just not good for productivity. I had one project recently where the timeline was only 5 minutes in length and consisted of about a 15 individual AVS files. When I tried to export it to MPEG-2, Premiere routinely threw an error about halfway through it and crashed when I tried to scrub afterwards. Exporting to AVI had the same result. In the end I had to export the project as a 2 part AVI, then concatenate it with an avs script and feed it to a standalone MPEG-2 encoder.

Zarxrax
28th July 2005, 02:07
The ram problem is a limitation of avisynth, not the plugin, so theres really not much you can do about it. Leaving the memory set to 4 MB shouldnt really cause problems... if avisynth needs more ram, it is supposed to take it anyways.

Avisynth 3.0 will fix these memory problems, but its still a long ways off.


Oh, and if you simply need to cut down the amount of files you are working with, maybe you could consider loading multiple files through one AVS file, rather than having a seperate AVS for each video.


And furthermore, if you experience crashing during export, try exporting as a PNG sequence rather than an avi file. This way, even if it crashes, you still have all the frames up to where it crashed, so you don't have to start all over.