I use a few scripts with Vegas11 for making editing faster.
Frameserver rendering script, a simple add fx script for stereo 3d adjust, etc.
80% of the time these scripts work without any error, but sometimes i have this error message:
Why is that? Memory is corrupt? I don't think, my sytem is good otherwise.
I'm on 64bit if this matters.
One script for example:
import Sony.Vegas;
import System.Windows.Forms;
import Microsoft.Win32;
var plugInName = "Sony Stereoscopic 3D Adjust";
var presetName = "Default";
try
{
for (var track in Vegas.Project.Tracks) {
for (var evnt in track.Events) {
if (!evnt.Selected || evnt.MediaType != MediaType.Video) continue;
var fx = Vegas.VideoFX;
var plugIn = fx.GetChildByName(plugInName);
if (null == plugIn) {
throw "could not find a plug-in named: '" + plugInName + "'";
}
var effect = new Effect(plugIn);
evnt.Effects.Add(effect);
if (null != presetName) {
effect.Preset = presetName;
}
}
}
}
catch (errorMsg)
{
MessageBox.Show(errorMsg, "Error", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
}
                        
                    
                    
                            Frameserver rendering script, a simple add fx script for stereo 3d adjust, etc.
80% of the time these scripts work without any error, but sometimes i have this error message:
Why is that? Memory is corrupt? I don't think, my sytem is good otherwise.
I'm on 64bit if this matters.
One script for example:
import Sony.Vegas;
import System.Windows.Forms;
import Microsoft.Win32;
var plugInName = "Sony Stereoscopic 3D Adjust";
var presetName = "Default";
try
{
for (var track in Vegas.Project.Tracks) {
for (var evnt in track.Events) {
if (!evnt.Selected || evnt.MediaType != MediaType.Video) continue;
var fx = Vegas.VideoFX;
var plugIn = fx.GetChildByName(plugInName);
if (null == plugIn) {
throw "could not find a plug-in named: '" + plugInName + "'";
}
var effect = new Effect(plugIn);
evnt.Effects.Add(effect);
if (null != presetName) {
effect.Preset = presetName;
}
}
}
}
catch (errorMsg)
{
MessageBox.Show(errorMsg, "Error", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
}