- Introduction
- Installation
- Running Mocha Python with external scripts
- Python Script Editor
- The Main Mocha Python Structure
- Qt Script Requirements
- Creating a New Project
- Layers and Groups
- Rendering
- Controlling and Catching UI actions
- The Parameter API
- Creating Keyframes
- Adding and Copying contours from other layers
- Copying Layer Contours with Keyframes
- Image Access and Creating New Clips
- Relative File Paths in the Mocha Process
- Using init.py and Initialization Functions
- Creating Interfaces
- Creating Tools
- Undoing actions using UndoGroup
- Custom Exporters
- Adjusting mocha Preferences using mocha.Settings
- Optimizing threaded Python in mocha
- Rendering on the Command Line
- Exporting data on the Command Line
- Updating the GUI
- Further Reference
Introduction
Welcome to the Mocha 2025 v12.0.0 Python scripting guide.
This User Guide will take you through some of the python functions for Mocha 2025 v12.0.0. Additionally you can check the Mocha Python reference available online.
The guide assumes you already have a basic understanding of Python coding. For guides on how to learn Python, please refer to https://python.org.
Most code in this guide uses the Mocha Pro python package for examples. |
Installation
Python for Mocha installs with the Linux and macOS packages by default, as well as the plug-in installations. On Windows, Python installs as a separate bundle in the Mocha Pro Standalone installer. When installing, you need to make sure to select all features - not just the top level feature.
Python Version
The Mocha package uses Python version 3.10.14 on macOS, Windows and Linux to align with the VFX Reference Platform.
For version use and compatibility, please read the standard Python 3.9 documentation: https://docs.python.org/3.10/
Mocha Pro Standalone Python Path
-
macOS: '/Applications/Mocha Pro 2025.app/Contents/MacOS/python3'
-
Windows: 'C:\Program Files\BorisFX\Mocha Pro 2025\python\python.exe'
-
Linux: '/opt/BorisFX/MochaPro2025/python/bin/python3'
You can also install the Mocha module directly to your own Python installation.
-
Navigate to the mocha Python installation, for example: 'C:\Program Files\BorisFX\Mocha Pro 2025\python\'
-
Run setup.py install in the directory with your own version of Python, for example: 'C:\Python3\python.exe setup.py install'
Now when you run your version of Python you should be able to import the mocha module.
from mocha.project import *
Mocha Pro Plug-In Python Paths
Python is also available in the Plug-In version of Mocha Pro. For the most part, there are no differences to running in the standalone. The exception is external rendering is blocked from use without a Standalone license.
For external running of Python scripts in the Plug-In versions of Mocha Pro, you need to access the Python executable from the Mocha Pro Plug-In Bundles. These locations differ based on where the Plug-In is stored on each system.
macOS
On the Mac, the default Plug-In Python paths are in the following locations:
-
Adobe: '/Library/Application Support/Adobe/Common/Plug-ins/7.0/MediaCore/BorisFX/MochaPro2025/Resources/mochaui/Mocha Pro Plugin 2025.app/Contents/MacOS/python3'
-
OFX: '/Library/OFX/Plugins/BorisFX/MochaPro2025/Resources/mochaui/Mocha Pro Plugin 2025.app/Contents/MacOS/python3'
-
AVX: '/Library/Application Support/Avid/AVX2_Plug-ins/BorisFX/MochaPro2025/Resources/mochaui/Mocha Pro Plugin 2025.app/Contents/MacOS/python3'
Windows
On Windows, the default Plug-In Python paths are in the following locations:
-
Adobe: 'C:\Program Files\Adobe\Common\Plug-ins\7.0\MediaCore\BorisFX\MochaPro2025\Resources\mochaui\python\python.exe'
-
OFX: 'C:\Program Files\Common Files\OFX\Plugins\BorisFX\MochaPro2025\Resources\mochaui\python\python.exe'
-
AVX: 'C:\Program Files\Avid\AVX2_Plug-ins\BorisFX\MochaPro2025\Resources\mochaui\python\python.exe'
Linux
On Linux, the default Plug-In Python paths are in the following locations:
-
OFX: '/user/OFX/Plugins/BorisFX/MochaPro2025/Resources/mochaui/python/bin/python3'
Running Mocha Python with external scripts
To run a mocha script with the Mocha Pro Python version, call it directly with the script, for example:
-
macOS: '/Applications/Mocha Pro 2025.app/Contents/MacOS/python3 myMochaScript.py'
-
Windows: 'C:\Program Files\BorisFX\Mocha Pro 2025\python\python3.exe myMochaScript.py'
-
Linux: '/opt/BorisFX/MochaPro2025/python/bin/python3 myMochaScript.py'
Python Script Editor
You can use the inbuilt Python script editor to code and run scripts directly in the Mocha program. If it is not already open, you can load the Python Script Editor via the View menu.
The script editor is intentionally barebones and is not meant to replace a fully featured IDE, but will color your syntax for easier readability.
The Editor Window
The main edit window lets you type or load scripts into Mocha and then run them. You can also save a current script.
The Output Window
The output window will print all script output as well as any errors that may come up. Additional errors are also written to the Mocha log file.
The Main Mocha Python Structure
The Python API for Mocha is broken up into a series of modules.
Top level Mocha methods
For the Mocha package itself, there are two main functions for locating and running the Mocha application.
These are especially useful for when you are running external scripts.
# Return the absolute path of the mocha bin directory.
mocha.get_mocha_exec_dir()
#Run Mocha application with given command-line arguments
mocha.run_mocha(app='mochapro', footage_path='/tmp/myfootagepath.png', frame_rate=24, in_point=0, out_point= 100)
# override settings for offscreen buffers using mocha.Settings
overridden_settings = mocha.Settings(override=True, read_overridden=True)
overridden_settings.disable_offscreen_buffers = not overridden_settings.disable_offscreen_buffers
mocha.run_mocha() is essentially the same command as running Mocha from the command line. See the "Command Line" section of the Mocha Pro User Guide for more information on keyword arguments when loading Mocha.
You can also use mocha.run_mocha() to load Mocha with a project file, using the same footage_path parameter:
#Run Mocha application with given project file
mocha.run_mocha(app='mochapro', footage_path='/tmp/my_project.mocha')
mocha.Settings is an extensive way to change preferences with or without directly writing them to disk. See the "Adjusting Mocha Preferences using mocha.Settings" section for a deeper example.
The mocha.project Module
The core module you will be using to script python commands for Mocha will be the mocha.project module, which is broken into a number of Classes.
- mocha.project
-
-
Global functions: For getting project-level information such as the current project
-
BezierContour: Provides access to Bezier contours and their control points
-
BezierControlPoint: Provides access to Bezier contour control points.
-
BezierControlPointData: Provides access to individual parameters for each Bezier contour control point
-
Clip: Provides clip manipulation options.
-
ColorParameters: For colorspace adjustments
-
Layer: For top-level layer control and information
-
LayerGroup: For Layer Group control and information
-
Parameter: Parameter access for data objects in the project
-
ParameterSet: Access to a set of Parameters for a data object
-
ProgressWatcher: Progress indication class for different complex operations which might take a long time (e.g. rendering, exporting, etc.)
-
Project: Main project class. Provides methods and properties for general project management of layers, groups, rendering and output directories
-
RenderOperation: Base class for rendering operations
-
RenderInsertOperation: Class for all Insert render operations
-
RenderRemoveOperation: Class for all Remove render operations
-
RenderStabilizeOperation: Class for all Stabilize render operations
-
RenderReorientOperation: Class for all Reorient render operations (Available in 360 mode only)
-
StreamInfo: Class for accessing stream information in a clip
-
UndoGroup: Class for setting undoable actions
-
View: Defines views for clips
-
ViewInfo: Class representing common view information (name, abbreviation, color).
-
XControlPoint: Provides access to X-Spline contour control points.
-
XControlPointData: Provides access to individual parameters for each X-Spline contour control point.
-
XSplineContour: Provides access to X-Spline contours and their control points.
-
The mocha.exporters Module
If you want to modify or create your own exporters, you need to use the mocha.exporters module.
- mocha.exporters
-
-
AbstractCameraSolveExporter: Abstract camera solve exporter class. Inherit the class to create your own exporter formats. Inherited by CameraSolveExporter.
-
AbstractShapeDataExporter: Abstract class for the Shape Data exporter. Inherit the class to create your own custom formats. Inherited by ShapeDataExporter.
-
AbstractTrackingDataExporter: Abstract tracking data exporter class. Inherit the class to create your own exporter formats. Inherited by TrackingDataExporter.
-
CameraSolveExporter: Camera data exporter class. Wraps a predefined/custom mocha exporter inside.
-
ShapeDataExporter: Class for defining the shape data to export
-
ShapeExportData: Shape data exporter class. Wraps a predefined/custom mocha exporter inside.
-
TrackingDataExporter: Tracking data exporter class. Wraps a predefined/custom mocha exporter inside.
-
The mocha.tools Module
If you want to create your own tools in the interface, you can use the mocha.tools module.
- mocha.tools
-
-
Global functions: Functions for registering and setting tool instances.
-
AbstractTool: Abstract tool class that provides overridable methods to determine custom tools. Every overridable method must be implemented.
-
InputEvent: Event handling for mouse interaction and contour data.
-
The mocha.mediaio Module
If you want to create your own custom formats for reading and writing, you can use the mocha.mediaio module.
- mocha.mediaio
-
-
AbstractImageIOModule: Abstract image IO class that provides overridable methods to determine custom image input and output operations. Every overridable method must be implemented. The methods should not call each other.
-
ImageData: Main class for access to image data fields.
-
The mocha.ui Module
This module is useful for getting values for specific items in the ui or wrapping handlers around actions. Many of these are convenience methods for quickly locating widgets instead of navigating through PySide.
Qt Script Requirements
Some aspects of mocha Python code will require the creation of Qt Objects to handle certain functionality.
QCoreApplication
For external scripts (i.e those not run in the Mocha Python Script Editor), a QCoreApplication object must always be created before creating a Project object.
If you don’t create the QCoreApplication Object, then the internal parameter notification system does not work and you may get unexpected results or errors when dealing with parameter changes.
from PySide2.QtCore import QCoreApplication
app = QCoreApplication(sys.argv)
To check if you are using an instance of QCoreApplication already, you can look for the instance:
from PySide2.QtCore import QCoreApplication
if QCoreApplication.instance():
print(QCoreApplication.instance().arguments()) #the first argument is the path to mocha
Assigning Parent Windows
If you are creating dialogs or windows it is important to assign a parent window to make sure the object can be interacted with. This is a requirement when working with the plug-in version of Mocha Pro. Not assigning the Mocha parent window can cause your custom dialogs to appear behind the Mocha GUI and unusable (See Running Scripts in the Mocha Pro Plug-In).
To assign a parent window, import the ui module and assign the "MainWindow" widget to a variable:
from mocha import ui
mocha_widget = ui.get_widgets()
main_window = mocha_widget['MainWindow']
You can then use this as the parent value when construction QDialogs:
from mocha import ui
mocha_widget = ui.get_widgets()
main_window = mocha_widget['MainWindow']
dialog = FrameJump(parent=main_window)
Creating a New Project
You can generate a new project from python with or without an available clip.
To do this, you first need to import the Clip and Project classes from mocha.project:
from mocha.project import Project, Clip
If you are running the script externally from the Mocha interface, you must also define a QCoreApplication object to connect to the Mocha MediaIOServer. This allows you to read in QuickTime-associated media.
from PySide2.QtCore import QCoreApplication
app = QCoreApplication(sys.argv)
You then create a new Clip object and assign it to a new Project object:
clip = Clip('/path/myfile.exr', 'NewClip') # The Clip name is optional
proj = Project(clip)
At this point the project is now in memory. You can delete the original Clip object as the project contains a deep copy - the original clip is not part of the project.
To save the project, use the save_as() function and define a mocha project file and path.
proj.save_as('/path/to/filename.mocha')
At any point if you want to save the project again, you can use:
proj.save()
This will save to the project file you defined with save_as().
Modifying project properties
You can query and set different project properties:
#Print the path of the project file
print(proj.project_file)
#Set the frame rate of the project
proj.frame_rate = 48
#Add text to the 'Project Notes' panel
proj.notes = 'New Project'
#Set the project output directory
proj.set_output_dir('/tmp/')
#Get the dictionary of clips inside the project.
clip_list = proj.clips
#Get the list of layers inside the project
layer_list = proj.layers
Creating a Stereo Project
You can define stereo projects by mapping views to that project.
The views property is an array of ViewInfo objects.
You can define 3 parameters in the ViewInfo
-
The name of the view
-
The abbreviated name of the view. This is used for the view buttons as well as for some rendering suffixes
-
The color of the view, defined as a tuple for values RGB
Each ViewInfo entry corresponds to a View index, so:
import ViewInfo, View
proj.views = [ViewInfo('left', 'L', (0.1, 0.4, 0.9)), ViewInfo('right', 'R', (0.1, 0.0, 0.7))]
The above code would map views as follows:
-
View(0): Left
-
View(1): Right
You can also define the default_hero_view property:
proj.default_hero_view = 0
To add new streams to existing clips so you can map them to views, use the add_stream method.
The add_stream method requires the following parameters:
-
The path to the footage
-
The View() you want to map it to
-
The start frame
-
The end frame
-
Whether you want to validate if the file is valid footage.
myClip = Clip('/path/myfile_L.mov', 'NewClip')
myClip.add_stream('/path/myfile_R.mov', View(1), 7, 154, True)
You can assign a clip stream to a different project view:
myClip.assign_project_view(View(0), View(1))
And you can also delete streams:
myClip.delete_stream(View(1))
Layers and Groups
The mocha module can find and modify layers and groups in a project file, or create new ones. To work with Layers and point data, you will need some additional imports:
from mocha.project import Project, Clip, Layer, LayerGroup, XSplineContour, XControlPoint, XControlPointData, BezierContour, BezierControlPoint, BezierControlPointData
You can then begin to check layer content in projects
#Create a Project obj with an existing mocha file
proj = Project('myFile.mocha')
#Get the list of layers inside the project
layer_list = proj.layers
#Print the name of the layer
print(layer_list[0].name)
You can also search for particular layers or groups:
group = proj.find_groups('Group 1')
layer = proj.find_layers('Layer 1')
Change their order:
#Get the currently open Project
proj = get_current_project()
#Get the list of layers inside the project
layer_list = proj.layers
#Reorder a layer in the list to position 2 in the stack
layer_list[0].z_order = 2
Or control their tracking:
#Get the currently open Project
proj = get_current_project()
#Track any layer in the project that has a process cog turned on
proj.track_layers()
#Track layers in the project for a specific frame range (all parameters are optional)
proj.track_layers(start_index=5, stop_index=45)
#Track backwards by having a high start index and a low stop index
proj.track_layers(start_index=100, stop_index=1)
To create a new layer, you must assign it to a particular input clip, just as though you were drawing a layer on a clip inside mocha. You can define 4 main properties when creating a layer:
-
The input clip you are adding the layer to
-
The name of the layer
-
The frame number you want to assign the drawing keyframe to (similar to when you draw on a particular frame inside mocha, this generates the first keyframe for that layer)
-
The view you want to assign it to, starting from zero. At present you can only assign 0 or 1 (for stereo).
You only need to assign the first property (the input clip you want to assign to the layer)
new_layer = proj.add_layer(proj.clips['My input clip'], name='New Layer', frame_number=0, view=0)
At this point the layer is empty, so you need to add a shape contour. This is where it starts to get interesting!
Shape Contours
Adding contours to a layer involves setting up the content to draw the layer. You can add a contour to a layer, but first it needs point data. Each point in a contour has a number of important parameters that need to be set.
Bezier Point Data and Contours
To create point data for a Bezier shape you use BezierControlPointData with the following arguments:
-
corner: Boolean to set if the Bezier is a corner or smooth type
-
active: Boolean to set if the point is active
-
x: The x coordinate of the point (float)
-
y: The y coordinate of the point (float)
-
edge_width: The distance of the outer edge from the inner edge to determine feather/falloff (float or None)
-
edge_angle_ratio: The angle of the out edge point from the inner edge point (float or None)
-
handle_offset_backward: The back offset point of the tangent (tuple or None)
-
handle_offset_forward: The forward offset point of the tangent (tuple or None)
bezier_point = BezierControlPointData(corner=False,
active=True,
corner=False,
x=float(x),
y=float(y),
edge_width=0.0,
edge_angle_ratio=0.0,
handle_offset_backward=(0.0, 0.0),
handle_offset_forward=(0.0, 0.0)
)
Of course, one point is not enough for a shape, so you need to set a tuple of BezierControlPointData objects to define a final contour, using add_bezier_Contour(). This takes two arguments, the frame you want to start on, and a tuple of point data.
points = [[546, 234], [806, 377], [546, 520], [286, 377]]
b_point_data = []
for x, y in points:
b_point = BezierControlPointData(
active=True,
corner=False,
x=float(x),
y=float(y),
edge_width=0.0,
edge_angle_ratio=0.0,
handle_offset_backward=(0.0, 0.0),
handle_offset_forward=(0.0, 0.0)
)
b_point_data.append(b_point)
b_contour = new_layer.add_bezier_contour(0.0, tuple(b_point_data), View(0))
X-Spline Point Data and Contours
To create point data for an X-Spline shape you use XControlPointData() with the following arguments:
-
corner: Boolean to set if the X-Spline is a corner or smooth type
-
active: Boolean to set if the point is active
-
x: The x coordinate of the point (float or None)
-
y: The y coordinate of the point (float or None)
-
edge_width: The distance of the outer edge from the inner edge to determine feather/falloff (float or None)
-
edge_angle_ratio: The angle of the out edge point from the inner edge point (float or None)
-
weight: The length of the handle that forms the curve weight of the X-spline point (float or None)
xspline_point = XControlPointData(corner=False,
active=True,
x=600.0,
y=500.0,
edge_width=0.0,
edge_angle_ratio=0.5,
weight=0.25)
Of course, one point is not enough for a shape, so you need to set a tuple of XControlPointData objects to define a final contour, using add_xpline_Contour(). This takes two arguments, the frame you want to start on, and a tuple of point data.
points = [[546, 234], [806, 377], [546, 520], [286, 377]]
x_point_data = []
for x,y in points:
x_point = XControlPointData(corner=False,
active=True,
x=float(x),
y=float(y),
edge_width=0.0,
edge_angle_ratio=0.5,
weight=0.25)
x_point_data.append(x_point)
x_contour = new_layer.add_xspline_contour(0.0, tuple(x_point_data))
Inserting Points
You can also insert points into existing shapes using the insert_point() function. To do this you just create point data as normal above. You need to insert an XControlPointData point into a X-Spline contour, and of course a BezierControlPointData into a Bezier contour.
The insert_point()
function has three arguments:
-
time: The keyframe you want to insert the point on
-
data: The point data for the inserting point
-
index: Where in the point order you want to place the new point
from mocha.project import get_current_project, XControlPointData
proj = get_current_project()
layer_contour = proj.layers[0].contours[0]
x_point = XControlPointData(corner=False,
active=True,
x=400.0,
y=300.0,
edge_width=0.0,
edge_angle_ratio=0.5,
weight=0.25)
end_idx = len(layer_contour.control_points)
layer_contour.insert_point(0.0, x_point, end_idx)
Selecting Contour Points
To get or set contour control point selection states, you can use the selected
property.
Not to be confused with the selection state of the Layer, this property is at the control point level of the contour.
from mocha.project import get_current_project
proj = get_current_project()
layer_contour = proj.layers[0].contours[0]
for i, point in enumerate(layer_contour.control_points):
if i % 2 == 0:
point.selected = True
Selecting Mesh Points
Like contour points, to get or set Mesh point selection states, you can also use a selected
property.
import mocha.project
def invert_mesh_selection(project, layer):
with project.undo_group() as ug:
for vertex in layer.mesh.vertices:
vertex.selected = not vertex.selected
proj = mocha.project.get_current_project()
if (proj.layers and proj.layers[0].mesh is not None):
invert_mesh_selection(proj, proj.layers[0])
Getting and Setting the Project Timeline Playhead
There are 2 module-level functions in the API for accessing the current frame in mocha:
mocha.ui.get_current_frame():
For getting the current frame index
mocha.ui.set_current_frame(frame_index):
For setting to a specific frame index
Any frame retrieved or set is zero-indexed and is therefore not offset. For example, if you have a Project Frame Offset of 75,
using get_current_frame
when the playhead is at the beginning of the timeline will actually return zero(0) not 75.
In the example below, we show how to get a list of control point data for a layer at the current frame:
from mocha.ui import get_current_frame
proj = get_current_project()
current_layer = proj.layers[0]
current_playhead_time = get_current_frame()
frame_data = []
for contour in current_layer.contours:
for point in contour.control_points:
cp = point.get_point_data(current_playhead_time)
frame_data.append(cp)
print(frame_data)
In the example below, if you wanted to make the playhead jump forward 5 frames, you can grab the current frame and perform simple addition:
from mocha.ui import get_current_frame, set_current_frame
frame_set = set_current_frame(get_current_frame() + 5)
Obtaining the Current Clip
One very important part of creating or modifying layers can be knowing the right input clip to apply it to. We have a convenient parameter to help with this:
from mocha.project import get_current_project
#Get the clip you created the project with
name = get_current_project().default_trackable_clip.name
print('Default trackable clip name is', name)
You can also set these clips using the appropriate setter:
from mocha.project import get_current_project
from mocha.ui import set_displayed_clip
default_clip = get_current_project().default_trackable_clip
#Set the clip currently showing on canvas to the default clip
set_displayed_clip(default_clip)
Getting the matte clip for a layer
If you need to work with the matte clip of a specific layer, you can find it via the GarbageMatteClipID
parameter.
See the section on the Parameter API for more details on accessing project parameters.
proj = get_current_project()
layer = proj.layers[0]
matte_clip_id = layer.parameter_set()['GarbageMatteClipID'].get()
matte_clip = next(filter(lambda clip: clip.id == matte_clip_id, proj.clips.values()))
print(matte_clip)
Rendering
Rendering Remove, Insert, Stabilize and Reorient
In addition to creating shapes, we can also render from each module. In the examples below we show Remove, but the same operations are available for Insert and Stabilize.
The key render operation classes are:
-
RenderInsertOperation
-
RenderRemoveOperation
-
RenderStabilizeOperation
-
RenderReorientOperation
To use the RenderReorientOperation class in your python scripts you need to have an Equirectangular 360 project. |
To handle removes and exports, you need to have the following mocha classes loaded:
from mocha.project import Project, Clip, View, Layer, RenderRemoveOperation
Rendering removes comes in three parts:
-
Defining a RenderRemoveOperation()
-
Calling the render() function
-
Exporting the remove with the export() function
The render() function has the following arguments:
-
render_operation (RenderOperation): An instance of a render operation.
-
start_index (int): The starting frame number.
-
stop_index (int): The end frame number.
-
layers (list of Layer instances.): The list of layers to render.
-
views (list of View instances):The list of views to render.
Exporting a rendered Remove, Insert, Stabilization or Reorient
The export() function for a render operation object has the following arguments:
-
revert_to_clip (Clip): The clip to revert to if a rendered frame does not exist
-
directory (str): The output clip directory.
-
extension (str): The file extension (.TIF, .DPX,etc.)
-
prefix (str): Any prefix you want at the start of the file name
-
suffix (str): Any suffix you want at the end of the file name
-
index_start (int): The start frame to export
-
index_stop (int): The end frame to export
-
index_width (int): The index width of your rendered frames
-
views (list of View instances): Views to export.
from mocha import *
from mocha.project import *
from collections import OrderedDict
render_output_dir = "/var/tmp/exports"
#Assign a project
proj = Project('/myproject.mocha')
#Assign a clip
clip = proj.clips['my_source_clip']
#define the view
view = clip.views[0]
#define the layer you want to use in the project for the remove
layer = proj.find_layers('Remove Layer')[0]
#define the remove operation
rm = RenderRemoveOperation()
#render the remove, which returns a clip object
remove_clip = proj.render(rm, 1, 15, [layer])
#Define arguments to assign to the clip export, including a render output dir
args = OrderedDict((('revert_to_clip', None),
('directory', render_output_dir),
('ext', '.png'),
('prefix', 'Remove'),
('suffix', ''),
('start', 1),
('stop', 7),
('index_width', 0)))
#export the clip
remove_clip.export(*args.values())
Rendering and exporting may require write permissions to write to the Cache directory. |
Rendering Matte Shapes
Exporting rendered mattes is a little simpler than rendering clips.
To handle shape exports, you require the following mocha classes loaded:
from mocha.project import Project, Clip, View, Layer, ColorizeOutput
The export_rendered_shapes() function has the following arguments:
-
layers (list of Layers): Layers which will be exported.
-
colorize_output (ColorizeOutput): Colorize output option.
-
directory (unicode): Output directory for rendered clip.
-
extension (unicode): File extension for rendered clip.
-
prefix (unicode): Any prefix you want at the start of the file name
-
suffix (unicode): Any suffix you want at the end of the file name
-
index_start (PySide2.QtCore.uint): The start frame to export
-
index_finish (PySide2.QtCore.uint): The end frame to export
-
index_width (PySide2.QtCore.uint): Digits count in clip index.
-
views (list of View): Views to export.
-
offset (PySide2.QtCore.uint): Frame offset for the exported image sequence.
The colorize_output option is based on parameters in the ColorizeOutput object, which defines if you want to export the mattes as 'Grayscale', 'Matte Color' in the GUI or by the depth of the layer in the layer stack (i.e 'By Layer')
To illustrate this, here is a dictionary of the ColorizeOutput parameters:
from mocha.project import ColorizeOutput
COLORIZE_OUTPUT = {'grayscale': ColorizeOutput.Grayscale,
'matte-color': ColorizeOutput.ByMatteColor,
'layer': ColorizeOutput.ByLayer}
layer = proj.find_layers('Layer 1')[0]
new_clip = proj.export_rendered_shapes([layer],
ColorizeOutput.Grayscale,
render_output_dir,
'.png',
'Matte',
'',
1,
3,
0)
Exporting may require write permissions to write to the Cache directory. |
Watching Renders
You can also create watchers for the rendering so that you can trigger events or just keep an eye on progress.
The watcher example below connects to a render process and outputs the render and export progress to the command line.
from PySide2.QtCore import QCoreApplication
import sys
from mocha.project import *
app = QCoreApplication(sys.argv)
proj = Project('/_clips/Results/Fish_remove.mocha')
rm = RenderRemoveOperation()
layer = proj.find_layers('REMOVE FISHY')[0]
def on_start_rendering():
sys.stdout.write('Rendering started.\nProgress:\n')
sys.stdout.write('[ %s ]' % (' ' * 100,))
def on_start_exporting():
print('Exporting started')
def on_progress(progress):
sys.stdout.write('\r')
sys.stdout.write('[ %s%s ]' % ('#' * progress, ' ' * (100 - progress)))
def on_message(message):
print(message)
def on_finish():
print()
print('Rendering is finished')
#Watch the remove and show a progress bar
watcher = rm.progress_watcher
watcher.started.connect(on_start_rendering)
watcher.progress_status.connect(on_progress)
watcher.finished.connect(on_finish)
#Render the remove from frames 0-10
clip = proj.render(rm, 0, 10, [layer])
print('Exporting!')
# Watch the exporter and print the saved files
watcher = clip.progress_watcher
watcher.started.connect(on_start_exporting)
watcher.progress_message.connect(on_message)
watcher.finished.connect(on_finish)
#Export the clip to a png sequence
clip.export(None,
'/tmp/exported',
'.png',
'prefix_',
'_suffix',
0,
10,
0)
Controlling and Catching UI actions
The mocha API includes a UI module that allows you to capture menu items and widgets and their associated actions. This is very useful for inserting your own functions before or after an action performed in the GUI, or even entirely replacing them.
Try the following by pasting the code into the Mocha Python Script Editor:
from PySide2.QtWidgets import QMessageBox
from mocha.project import get_current_project
from mocha.ui import get_menus, ActionTriggerHandler
import getpass
import time
menu_file = get_menus()['MenuFile']
saveAction = next(filter(lambda a: a.objectName() == 'FileSave', menu_file.actions()))
save_action_handler = ActionTriggerHandler(saveAction)
def my_handler(save_func):
reply = QMessageBox.question(None, 'Message',
'Are you sure you want to save the project?',
QMessageBox.Yes | QMessageBox.No, QMessageBox.No)
if reply == QMessageBox.No:
return
save_func()
print(f'Reporting to the NSA that {getpass.getuser()} has saved {get_current_project().project_file}...')
time.sleep(1)
print('Done')
save_action_handler.handler = my_handler
The Parameter API
One of the most powerful aspects of the mocha Python API is the ability to access all project and layer parameters via the parameter function.
The 2023 API currently doesn’t have access to PowerMesh vertices. |
Try the following by pasting the code into the Mocha Python Script Editor:
from mocha.project import get_current_project
proj = get_current_project()
name = 'Layer 1'
scorners = []
for idx in range(0,4):
sX = proj.parameter([name, u'Surface'+str(idx)+u'X']).get()
sY = proj.parameter([name, u'Surface'+str(idx)+u'Y']).get()
scorners.append(sX)
scorners.append(sY)
print scorners
The parameter system opens up a large range of options for users wishing to write tools to modify or create layers with different properties.
In the example code above, once we have the layer’s surface coordinates we can then use those positions for various tasks, such as drawing splines that fit the surface, or adjust another layer’s surface to match the current one.
Some more examples below highlight the flexibility of the parameter system:
from mocha.project import get_current_project
proj = get_current_project()
layer_1 = proj.layers[0].name.replace(" ", "_") #names with spaces have underscores in the project file
# Non-animated non-splittable parameters
parameter = proj.parameter([layer_1, "RenderInInsert"])
print(parameter.get()) # prints True or False depending on the cog state of Layer_1 in Insert module
print(parameter.get(view=View(0))) # Ditto. view equals View(0) by default
parameter.set(False) # disabling a rendering of the layer in Insert module
parameter.set(True, time=42.0) # Throws a RuntimeError exception that the parameter is not animated
parameter.set(True, view=View(1)) # Throws a RuntimeError exception that the parameter is not splittable
# "Splittable" parameters (can have per-view values)
parameter = proj.parameter([layer_1, "Basic", "AffectsOtherViews"])
print(parameter.get(view=View(0)))
parameter.set(0, view=View(1))
parameter.get(time=42.0) # Throws a RuntimeError exception that the parameter is not animated
parameter.set(0, time=42.0, view=View(1)) # Ditto
# keyframed parameters
parameter = proj.parameter([layer_1, "Track", "Scale"])
parameter.set(0.5, view=View(1)) # time argument is 0.0 by default
# keyframed parameters has the linear interpolation in scope of one view
parameter.set(0.5, time=42.0, view=View(0))
parameter.set(0.7, time=44.0, view=View(0))
print(parameter.get(time=43.0, view=View(0)) == 0.6) # should print True
Parameters have a 'keyframes' read-only property, which has list type and has an empty list for non-keyframed/static parameters. Keyframes are represented as a 2-value tuple of (time(float), view(View)).
Parameter Sets
There is also the ParameterSet
class, which has access to all parameters and subsets.
Almost all exposed classes (Project, Clip, Layer, LayerGroup, Contour and ControlPoint classes) have the instance methods parameter_set
and parameter
.
The first one returns a ParameterSet
instance and has the same signature the parameter
method does.
ParameterSet
is a very powerful mechanism to get access to any parameter or parameter set, using simple queries via the getitem method i.e. square brackets operator.
Note that it returns a different type result (Parameter or ParameterSet) depending on a given input:
ps = proj.parameter_set() # the root parameter set.
print(ps == ps[[]]) # should be True
print(ps['Layer_1', 'Layer_1_-_Spline_4', 'Layer_1_-_Spline_4_-_Control_Point_20'] == ps['Layer_1']['Layer_1_-_Spline_4']['Layer_1_-_Spline_4_-_Control_Point_20']) # should be True
control_point_ps = ps['Layer_1', 'Layer_1_-_Spline_4', 'Layer_1_-_Spline_4_-_Control_Point_20']
print(control_point_ps == proj.parameter_set(['Layer_1', 'Layer_1_-_Spline_4', 'Layer_1_-_Spline_4_-_Control_Point_20'])) # should be True
print(control_point_ps == proj.find_layers(Layer_1)[0].contours[0].control_points[0].parameter_set()) # should be True
ParameterSet has the following properties:
-
keyframes
accumulates all child keyframes recursively -
parameters
accumulates child parameters on the 1st level (i.e. not recursively). This is read-only. -
subsets
accumulates child parameter sets on the 1st level (i.e. not recursively). This is read-only.
Having these properties, you can traverse all parameter trees and get/set most parameter values.
Traversing Project File Parameters
If you want to explore the parameters in the mocha project file, you can traverse the tree using a series of loops:
from mocha.project import get_current_project
def traverse(ps):
for param in ps.parameters:
print(param.name_components)
for paramSet in ps.subsets:
sub = traverse(paramSet)
proj = get_current_project()
traverse(proj.parameter_set())
Different ways to access parameters
Mocha Mocha 2025 v12.0.0 also introduced the psets parameter, to get to your parameters quickly.
Using psets instead of parameter_sets
To shortcut typing, you can substitute the parameter parameter_sets for psets
For example:
from mocha.project import get_current_project
proj = get_current_project()
#The following lines will print out the same result
print(proj.parameter_set(['Layer_1']).full_path)
print(getattr(proj.psets,'Layer_1').full_path)
print(proj.psets.Layer_1.full_path)
Accessing PowerMesh vertex data via parameter sets
You can pull PowerMesh information from the project file using the TrackingMeshes
parameter set.
Mesh vertex points are stored in normalised coordinate space (-0.5 to 0.5) in x and y, so if you want the exact pixel coordinates they need to be converted.
In the example below, we print the normalized vertex positions in pixel coordinates based on the clip dimensions:
from mocha.project import *
def traverse_mesh(ps):
mesh_keyframes = []
tm = ps['TrackingMeshes']
for item in tm.subsets:
for vertex in item['vs'].subsets:
mesh_keyframes.append(vertex['p'])
return mesh_keyframes
def convert_vertex_pos_from_norm(clip, frame):
width, height = clip.frame_size
converted_width = (width/2)+frame.value[0]*width
converted_height = (height/2)+frame.value[1]*height
return (converted_width, converted_height)
proj = get_current_project()
vframes = traverse_mesh(proj.parameter_set())
footage = proj.default_trackable_clip
print("Clip dimensions: ",width, height)
for i,vertex in enumerate(vframes):
for frame in (vertex.keyframes[View(0)]):
position = convert_vertex_pos_from_norm(footage, frame)
print(position)
Accessing PowerMesh vertex data via direct properties and functions
If traversing the parameter sets for the Mesh data is too cumbersome, Mocha Pro also has several properties and functions to access the Mesh data directly.
Each Layer
object has a mesh
property which either returns a Mesh
object if the layer uses mesh tracking or None
if it doesn’t.
The Mesh
object has a single property called vertices
.
The Mesh
is the equivalent of a mesh parameter set (see section above). However, whereas a mesh parameter set has a vertices
subset, the Mesh
object returns a python list of MeshVertex
objects.
The MeshVertex
object is the equivalent of a vertex parameter set. It has the following API:
-
A
track_position
property which is a Parameter containing the position of the vertex as calculated by the track. This is the same as the 'p' parameter in a vertex parameter set -
An
offset
property which is a Parameter containing any user offsets to the vertex. This is the same thing as the 'o' parameter in a vertex parameter set. -
get_position(time, view)
is a function which returns the screen position of the vertex. This is the sum of the track_position and the offset.
The code below demonstrates the differences between the Mesh parameter set access and direct access via the properties and functions listed above:
# takes a mesh parameter set as its argument
def get_positions_and_offsets_ps(mesh_ps):
positions = []
offsets = []
for vertex in mesh_ps['vs'].subsets:
positions.append(vertex['p'])
offsets.append(vertex['o'])
return (positions, offsets)
# takes a Mesh object
def get_positions_and_offsets(mesh):
positions = []
offsets = []
for vertex in mesh.vertices:
positions.append(vertex.track_position)
offsets.append(vertex.offset)
return (positions, offsets)
proj = mocha.project.get_current_project()
# a and b will contain wrappers to the same parameters assuming the first
# mesh in the TrackingMeshes parameter set is the mesh belonging to the
# first layer (not necessarily the case!)
a = get_positions_and_offsets_ps(proj.parameter_set(['TrackingMeshes']).subsets[0])
b = get_positions_and_offsets(proj.layers[0].mesh)
The get_position function and Vector2f Objects
The get_position
function doesn’t have an equivalent in the Parameter set and is used purely so it’s easier to get the actual location of the vertex.
The function is also slightly different to accessing parameter sets as it returns a Vector2f
instead of a tuple.
The Vector2f
object is implicitly convertible to a tuple but has some additional API that is useful for vector operations:
from mocha.project import Vector2f
v = Vector2f((0.1, 0.2)) # constructed using a tuple
s = v * v # vector dot product
w = s * v # multiplication by a scalar
w = v / s # division by a scalar
z = v + w # vector addition
z = v - w # vector subtraction
l = z.length() # returns the length of the vector
z.normalise() # normalise the vector
v.x = 0.3 # access to x coord through a property
v.y = 0.4 # access to y coord through a property
Notably, if you want to get the direct x and y components of the vertex, you would be accessing the Vector2f
properties x
or y
returned by get_position
.
Creating Keyframes
You can create values for keyframeable parameters in Mocha by setting the keyframes parameter.
Keyframes have two main indexed properties: The frame value and the View that the keyframe is being set on. By default this is View(0). You need to reference these indexes to assign the value.
For example, we can set the X transform parameter of a control point using the Main_X parameter and the frame and view we want to assign the position to: param.Main_X.keyframes[0, View(0)] = 200
To see this in practice, view the example code below. We create a new layer using a tuple of XControlPointData then animate it in a circle using the math module and the keyframes parameter.
from mocha.project import *
class CreateCircleLayer():
def __init__(self):
self.proj = get_current_project()
def create_circle_layer(self, clip):
clip_dim = clip.frame_size
clip_center = [x / 2 for x in clip_dim]
cx, cy = clip_center
circle_corners = [cx - 100.0,
cy - 100.0,
cx - 100.0,
cy + 100.0,
cx + 100.0,
cy - 100.0,
cx + 100.0,
cy + 100.0]
x_points = (
XControlPointData(corner=False,
active=True,
x=circle_corners[0],
y=circle_corners[1],
edge_width=0.0,
edge_angle_ratio=0.5,
weight=1.0),
XControlPointData(corner=False,
active=True,
x=circle_corners[2],
y=circle_corners[3],
edge_width=0.0,
edge_angle_ratio=0.5,
weight=1.0),
XControlPointData(corner=False,
active=True,
x=circle_corners[6],
y=circle_corners[7],
edge_width=0.0,
edge_angle_ratio=0.5,
weight=1.0),
XControlPointData(corner=False,
active=True,
x=circle_corners[4],
y=circle_corners[5],
edge_width=0.0,
edge_angle_ratio=0.5,
weight=1.0),
)
x_layer = self.proj.add_layer(clip,
name='circle_spline',
view=0,
frame_number=0)
x_layer.add_xspline_contour(0, x_points)
def create_layers(self):
clip = self.proj.default_trackable_clip
self.new_layer = self.create_circle_layer(clip)
def animate_shape_in_circle(self):
circle_layer = self.proj.find_layers('circle_spline')[0]
circle_contour = circle_layer.contours[0]
import math
a = 2
b = 3
r = 200
stepSize = 0.1
t = 0
in_out = self.proj.in_out_range
for frame in range(in_out[0], in_out[1] + 1):
position = [r * math.cos(t) + a, r * math.sin(t) + b]
for cp in circle_contour.control_points:
param = cp.psets
param.Main_X.keyframes[frame, View(0)] = param.Main_X.value + position[0]
param.Main_Y.keyframes[frame, View(0)] = param.Main_Y.value + position[1]
t += stepSize
circle = CreateCircleLayer()
new_layer = circle.create_layers()
circle.animate_shape_in_circle()
Adding and Copying contours from other layers
You can add contours to other layers from existing layers using the add_contour
function.
To add an existing contour to a layer, first define the contour you want to copy and then use add_contour
on your new layer with the frame, contour information and (optionally) the View you’re assigning to the contour.
proj = get_current_project()
first_layer = proj.layers[0]
second_layer = proj.layers[1]
second_layer.add_contour(0.0, first_layer.contours[0], View(0))
Copying Layer Contours with Keyframes
Because you can access the full parameter set of a layer and get the keyframes, it’s possible to do a whole copy of a contour and move it to another layer.
For example in the code below, we can take a layer and split out each one of its contours into separate layers, then copy the same spline keyframes over and link all the contours back to the original track.
# copying keyframes
def copyPS(dstPS, srcPS):
for dstSubset, srcSubset in zip(dstPS.subsets, srcPS.subsets):
copyPS(dstSubset, srcSubset)
for i in range(min([len(dstPS.parameters), len(srcPS.parameters)])):
dstPS.parameters[i].keyframes = srcPS.parameters[i].keyframes
proj = get_current_project()
layer = proj.layers[0] # grab the first layer in the layer list
for contour in layer.contours:
new_layer = proj.add_layer(proj.default_trackable_clip)
new_layer.add_contour(0.0, contour, View(0))
copyPS(new_layer.contours[0].psets, contour.psets)
new_layer.link_to_track = layer
Image Access and Creating New Clips
Accessing image data in a clip
Sometimes it may be necessary to perform image operations on an existing clip frame. To do this you can combine the built in image API along with third party tools.
In order to access the image on any frame, you simply have to feed the Clip.image
function the frame number.
For example, in the code below, we give the function frame 10 and can print the dimensions of the image.
proj = get_current_project()
clip = proj.clips["my_clip"]
frame = 10
image = clip.image(frame)
print(image.width, image.height)
Writing image data to a new clip
In general we don’t want to affect the existing source clip when performing image operations, so we have to write image data to a new output clip in order to use it within mocha.
Creating a new output clip is very simple, you have to provide an input clip and a name:
proj = get_current_project()
clip = proj.clips["my_clip"]
new_clip = proj.new_output_clip(clip, "my_new_clip")
But that only creates the container. You then need to assign the new clip images.
To check if a clip has an image on the frame, you can call new_clip.image(frame) and you’ll get None
if no image is currently allocated.
If the image has already been allocated, the image will be returned.
When you pass allocate = True
, this tells mocha: "if there is no image, allocate a new one and return it please", for example:
output_image = new_clip.image(frame, allocate = True)
will return a new image object if this is the first time we’ve assigned an image to that frame.
The returned image (an ImageData
instance) is a lightweight handle referencing
the real image in mocha, hence any changes on its data will immediately apply to the image.
The ImageData.pixels
property returns a weak reference to a python array, which references the actual pixel data.
The setter for ImageData.pixels
accepts a python array instance, deallocates
the existing pixel data and pins the appropriate image to the array data,
which helps to avoid extra copy operations to the pixel buffer.
So, for example, you could assign a range of pixels to an example like so:
pixels = image.pixels()
for x in range(30000):
pixels[x] = 0
This should make the first 10000 pixels black (in case of, say, RGB clip). A black bar should appear at the bottom of the image.
proj = get_current_project()
clip = proj.clips["my_clip"]
frame = 0
new_clip = proj.new_output_clip(clip, "my_new_clip")
source_image = clip.image(frame)
output_image = new_clip.image(frame, allocate = True)
output_image.pixels = source_image.pixels()
The most efficient way to assign pixels to an image however is via python arrays. The array size must match with the original pixel array size.
Example code of reading and writing modified pixels
In the code below, we are performing the following tasks:
-
Reading the frames from the entire project length using
Clip.image
-
Creating the a new output clip called "Contrast_my_clip" using
new_output_clip
-
Performing a simple contrast using the Pillow module
-
Writing the resulting pixel data to the new clip via its
.image
object
import sys
import array
import os
# if you don't have PIL added to your mocha Python packages,
# you can access it from your system python
sys.path.append('/usr/local/lib/python2.7/dist-packages')
from PIL import Image, ImageEnhance
from PySide2.QtCore import *
from mocha.project import *
from mocha.ui import *
proj = get_current_project()
clip = proj.clips["my_clip"]
contrast_clip = proj.new_output_clip(clip, "Contrast_my_clip")
for frame in range(proj.length):
image = clip.image(frame)
pil_image = Image.frombytes('RGB',
(image.width, image.height),
image.pixels(),
decoder_name='raw')
enhancer = ImageEnhance.Contrast(pil_image)
factor = 2
pil_image = enhancer.enhance(factor)
pil_image_bytes = pil_image.tobytes()
output_image = contrast_clip.image(frame, allocate=True)
output_image.pixels = array.array(image.pixels().typecode,
pil_image_bytes)
print()"Rendered frame", frame)
Any changes made to pixel data will immediately invalidate the image cache. |
Relative File Paths in the Mocha Process
It’s important to note that file paths are relative to the working process (i.e the Mocha process), so can trip you up when trying to find relative paths from the current python script.
To avoid this, we recommend building paths from the Python script location to navigate to relative paths in the same script folder. The simplest form of this is:
from pathlib import Path
self_path = Path(__file__).parent
This way you can extrapolate the correct path for other items you need to access in the script folder.
Using init.py and Initialization Functions
We generate a blank init.py script on the first run of mocha for you to add functionality on startup.
This can be as simple as actions you want to perform when you start mocha, but the real power comes from being able to set up tools in the interface using widgets.
The init.py path
The default init.py path is the Imaginer Systems Scripts directory.
-
macOS: '~/Library/Application Support/BorisFX/Mocha Pro/Scripts/init.py'
-
Windows: 'C:\Users\[username]\AppData\Roaming\BorisFX\Mocha Pro\Scripts\init.py'
-
Linux: '~/.config/BorisFX/Mocha Pro/Scripts/init.py'
You can also set the environment variable 'MOCHA_INIT_SCRIPT' to control where the path of the init.py initialization script resides.
If the 'MOCHA_INIT_SCRIPT' environment variable points to a file, that file will be used, if it points to a directory, it will look specifically for init.py in that directory. If unset, the default locations above will be used.
Using init.py
Below we show a detailed example of using init.py for creating a user-entry tool to prepend a word onto the front of all selected layers.
We also list code at the end to show how to add this to the file menu in mocha and load a dialog for user entry.
Some knowledge of PySide and Qt is helpful here, but if you follow along the script you can see how the widgets are created.
from mocha.project import Project, get_current_project
from collections import OrderedDict
from PySide2.QtWidgets import *
from mocha.project import get_current_project
from mocha.ui import get_widgets
class LayerPrepend():
def __init__(self):
self.app = QApplication.instance()
self.layer_tree = self.get_layer_tree()
self.layer_prepend()
def get_layer_tree(self):
widgets = get_widgets()
return widgets['LayerControl']
def layer_prepend(self):
selected_layers = self.layer_tree.selectedIndexes()
if len(selected_layers) > 0:
dlg = QDialog()
layout = QFormLayout()
edt = QLineEdit()
layout.addRow("Prefix", edt)
btn_box = QDialogButtonBox(QDialogButtonBox.Ok | QDialogButtonBox.Cancel)
btn_box.accepted.connect(dlg.accept)
btn_box.rejected.connect(dlg.reject)
layout.addRow(btn_box)
dlg.setLayout(layout)
if dlg.exec_() == QDialog.Accepted:
self.prepend_selected_layers(edt.text())
self.layer_tree.update()
def prepend_selected_layers(self, prefix):
project = get_current_project()
selected_layers = self.layer_tree.selectedIndexes()
for idx in selected_layers:
layer = project.layer(idx.row())
layer.name = prefix + layer.name
#grab all widgets
widgets = application.allWidgets()
# Grab all the menu items in mocha
mocha_menus = filter(lambda wgt: isinstance(wgt, QMenu), widgets)
# Locate file menu
file_menu = filter(lambda menu: menu.objectName() == 'MenuFile', mocha_menus)[0]
# Create menu action dictionary
actions_dict = {'Layer prepending': (file_menu, LayerPrepend)} # add more menu items to this list as you need them
# Add dictionary of actions to menu
for key, value in actions_dict.iteritems():
action = QAction(key, value[0])
action.triggered.connect(value[1])
value[0].addAction(action)
If you need to check Python error output after loading an init.py script, load the error log from the Help menu, or load mocha via the terminal.
Creating Interfaces
You can create GUI inside mocha using the PySide2 Qt API. Showing a widget and connecting it to an action or function is very simple:
from PySide2.QtWidgets import *
combo = QComboBox()
combo.addItems(['Layer 1', 'Layer 2'])
def nameSelected(name):
print(name)
combo.activated[str].connect(nameSelected)
combo.show()
You can also create menu items, by locating the menu bar:
from PySide2.QtWidgets import *
application = QApplication.instance()
widgets = application.allWidgets()
mocha_menubar = filter(lambda wgt: isinstance(wgt, QMenuBar), widgets)[0]
scripts_menu = mocha_menubar.addMenu('Scripts')
When working with QDialogs it is important to define the parent so the Dialog is not lost or hidden. This is done via the MainWindow widget.
from mocha.ui import get_widgets
main_window = get_widgets()['MainWindow']
class FrameJump(QDialog):
def __init__(self, parent = main_window):
...
See Assigning Parent Windows for more details.
Creating Tools
When you want to extend mocha functionality further by using interactive tools, you need to import the mocha.tools API. These set of classes allow you to read mouse events and position, along with registering the necessary tool icon or action in the interface.
Defining the Tool
Tools require the tools module from mocha, along with a couple of PySide modules to be able to create the actions and icons necessary to call the custom tool. We will also use the find_widget function from 'mocha.ui' to locate widgets in the interface.
from mocha.tools import *
from mocha.ui import find_widget
from PySide2.QtCore import *
from PySide2.QtWidgets import *
When defining your tool class, it needs to inherit the AbstractTool class from 'mocha.tools' to initialize correctly.
class PointHunt(AbstractTool):
def __init__(self, project):
action = QAction(None)
action.setText('Point Hunter Tool')
action.setIcon(QIcon('/myicons/pointhunt.png'))
AbstractTool.__init__(self, action)
action.setParent(self)
tools_bar = find_widget('AdvancedToolsBar', QToolBar)
tools_bar.addAction(action)
Adding an icon using the setIcon
function command from PySide2.QtWidget
will still define a blank icon on the toolbar if your icon file path does not exist, so be wary of the file path.
File paths are relative to the working process, so if you want to add an image icon relative to the script, you should define the relative path. See Relative File Paths in the Mocha Process for more details on this. |
Once the init class is defined, you can then monitor interaction with the tool using activation and mouse event functions.
def on_mouse_press(self, event):
print('Mouse pressed!')
def on_mouse_move(self, event):
#grab the mouse position on the canvas
cur_pos = event.pos_on_canvas
print(cur_pos.x(), cur_pos.y())
def on_mouse_release(self, event):
print('Mouse released!')
def on_activate(self):
print('TOOL ACTIVATED')
def on_deactivate(self):
print('TOOL DEACTIVATED')
The on_activate function is useful for initializing items you only want to occur when the tool has been launched from the toolbar or menu item. A good example of this is to grab the current project on when the tool has become active.
def on_activate(self):
self.proj = get_current_project()
The on_deactivate function is useful for running items you only want to occur when switching away from the tool by either selecting a different tool or another action.
def on_deactivate(self):
release_bees()
Example Tool: Spot Cleaner
So great, you can make a tool and monitor mouse position and clicks. What can you do with this? If you know the position of your mouse and can create point data, you can make a lot of useful roto tools.
In the code below we have made a tool that creates a simple 4-point spline to quickly place in a shot for spot removal.
from mocha.tools import *
from mocha.ui import find_widget
from PySide2.QtCore import *
from PySide2.QtWidgets import *
from mocha.project import Layer, LayerGroup, XSplineContour, XControlPoint, XControlPointData, get_current_project
class SpotCleaner(AbstractTool):
def __init__(self, project):
action = QAction(None)
action.setText('Spot Cleaner Tool')
AbstractTool.__init__(self, action)
action.setParent(self)
tools_bar = find_widget('ToolsBar', QToolBar)
tools_bar.addAction(action)
def create_spot(self, pos):
new_layer = self.proj.add_layer(self.proj.default_trackable_clip, name='spot', frame_number=0, view=0)
points = [[0, 10], [0, 0], [10, 0], [10, 10]]
x_point_data = []
for x, y in points:
x_point = XControlPointData(corner=False,
active=True,
x=float(x) + pos.x(),
y=float(y) + pos.y(),
edge_width=0.0,
edge_angle_ratio=0.5,
weight=0.25)
x_point_data.append(x_point)
x_contour = new_layer.add_xspline_contour(0.0, tuple(x_point_data))
print("spot created!")
return x_contour
def on_mouse_press(self, event):
cur_pos = event.pos_on_canvas
self.create_spot(cur_pos)
def on_mouse_move(self, event):
pass
def on_mouse_release(self, event):
pass
def on_activate(self):
self.proj = get_current_project()
def on_deactivate(self):
print("All done")
register_custom_tool_type(SpotCleaner)
Undoing actions using UndoGroup
Every action in a Python script that modifies the project is normally added to the undo stack.
This means if a large set of actions are performed during a script, you have to undo many times to restore the original state.
To mitigate this, you can use the UndoGroup
to block out chunks of actions into a single undo.
In the example below, we create a project UndoGroup
called ug
and rename two layers:
from mocha import project
proj = project.get_current_project()
layer_list = proj.layers
with proj.undo_group() as ug:
layer_list[0].name = "New name 1"
layer_list[1].name = "New name 2"
The result of this will mean that undoing once will restore both layer names.
Committing undo chunks
You can also commit chunks of actions to one undo step in a single UndoGroup
using the commit()
function:
from mocha import project
proj = project.get_current_project()
layer_list = proj.layers
with proj.undo_group() as ug:
layer_list[0].name = "New name 1"
layer_list[1].name = "New name 2"
ug.commit() # commit the previous actions as a single undo step, subsequent actions are no longer grouped
layer_list[2].name = "New name 3"
Rolling back actions
If an action or set of actions might cause a problem, you can revert changes using the rollback()
function:
from mocha import project
proj = project.get_current_project()
layer_list = proj.layers
with proj.undo_group() as ug:
layer_list[0].name = "New name 1"
ug.rollback() # undo the previous actions (useful for errors that don't raise an exception)
layer_list[1].name = "New name 2"
Alternatively if a set of actions will cause an exception, you can just raise an Exception in the UndoGroup
and the group will be rolled back as well:
from mocha import project
proj = project.get_current_project()
layer_list = proj.layers
with proj.undo_group() as ug:
layer_list[0].name = "0"
layer_list[1].name = "1"
raise Exception # raising an exception will cause the undo group to be rolled back, i.e. all previous actions are undone
Custom Exporters
With the ability to dive into most aspects of the project file, it is a lot easier to now write your own tracking, shape and camera solve exporters for your own applications.
To make this more intuitive, we have exporter classes which can register a new export type as part of the standard exporters.
Creating a Custom Tracking Data Export
The key module you need to import for creating custom exporters is the mocha.exporters module. This contains the abstract exporter classes necessary to create a new custom export class.
You’re also going to need the QByteArray class from PySide2.QtCore to create the final data output.
from mocha.exporters import AbstractTrackingDataExporter
from PySide2.QtCore import QByteArray
As a basic example, let’s set up an exporter that will write the x,y coordinates of the surface per frame to a CSV file. First, you need to create a new exporter class that inherits from the AbstractTrackingDataExporter class. Here we initialize a super class and load the name of the exporter.
The two mandatory init parameters below name the exporter ('CSV File (*.csv)') and any additional extensions and the `program keyword parameter is the group in which to place the format in the export dialog (In this case, 'Custom').
Note that if you leave the program parameter empty it will be assigned to a default 'Other' program category at the bottom of your export tree.
class CSVExporter(AbstractTrackingDataExporter):
'''
Implementation of the CSV Track exporter.
'''
def __init__(self):
super(CSVExporter, self).__init__('CSV File (*.csv)', '', program='Custom') #Define the CSV exporter and place it in a Custom group
There are additional parameters you can set to initialize the class:
-
name (unicode): Name of the exporter which will be displayed in the Export Tracking Data dialog drop-down list. It Should contain a file mask in brackets e.g. 'Foo (*.bar)'
-
extension: Additional extension.
-
number_of_data_streams: The number of result files required. If it equals to 1 (the default) then the Copy to Clipboard button will be enabled in the GUI.
-
remove_lens_distortion: Whether the exporter supports removing of a lens distortion.
-
export_multiple_views: Whether the exporter supports multiple views.
-
export_interlaced: Whether the exporter supports interlaced footage.
-
progam program name used as a group in the export dialog.
In the example above, we’re keeping it simple, so we are leaving the defaults and only setting the export name, file extension and program name.
The brunt of the work is handled in the do_export function for the class. This function returns the final data that will go to file or the clipboard.
from mocha.exporters import AbstractTrackingDataExporter
from PySide2.QtCore import QByteArray
class CSVExporter(AbstractTrackingDataExporter):
'''
Implementation of the CSV Track exporter.
'''
def __init__(self):
super(CSVExporter, self).__init__('CSV File (*.csv)', '', program="Custom") #Define the CSV exporter and place it in a Custom group
self._project = None
def error_string(self):
return ''
#Get the corner points of the surface for a given time and layer
def get_surface_parameters(self, layer, time, view):
surface_corners = []
for idx in range(0, 4):
surface_corners.extend(layer.get_surface_position(idx, time, view))
return surface_corners
#Do the actual export
def do_export(self, project, layer, tracking_file_path, time, view, options):
ba = QByteArray()
in_point = layer.parameter(['Basic', 'In_Point']).get() #Grab the in point of the layer
out_point = layer.parameter(['Basic', 'Out_Point']).get() #Grab the out point of the layer
for frame in range(in_point,out_point+1):
surface = self.get_surface_parameters(layer, frame, view)
result = ', '.join(map(lambda x: str(x), surface))+'\n'
ba.append(result.encode('utf-8'))
return {tracking_file_path if tracking_file_path.lower().endswith('.csv') else tracking_file_path + '.csv': ba}
#call and register the exporter
csv_exporter = CSVExporter()
csv_exporter.register()
The main parameters for the do_export function are:
-
project (mocha.project.Project): The mocha project instance you’re working with. Usually the currently open project.
-
layer: The layer you want to export the tracking data for.
-
tracking_file_path (unicode): The absolute file path to save which has been chosen by a user in a file dialog.
-
time (PySide2.QtCore.double):The frame index.
-
view (mocha.project.View): The selected view to export.
-
options: A dictionary with keys of type QString and values of type bool. The 3 options for this are Invert, Stabilize and RemoveLensDistortion, which relate to the 3 checkboxes available in the export dialog.
Note that all of the do_export parameters will automatically be passed by the interface unless you specifically override them.
In the example above, we define a function get_surface_parameters to handle cycling through the position of each corner. Then do_export writes the resulting surface [x,y] coordinates to a csv file, one line per frame.
The use of a QByteArray for the actual data is a must in order to properly export. |
Registering the Exporter to the export dialog
In order to make the exporter an option in the export dialog, you need to make sure it is registered.
This is just a matter of defining your exporter and registering it using the register() function.
csv_exporter = CSVExporter()
csv_exporter.register()
A common way to register an exporter is via the init.py script so all exporters can be set up separately.
See Using init.py and Initialization Functions for more details on setting up the init.py script.
Customising Existing Exporters
Another advantage of being able to create your own exporters is being able to augment existing exporters to suit your needs.
To do this, you can grab the existing export output and modify it as you require, then assign it to a new exporter.
from mocha.exporters import AbstractShapeDataExporter
class NukeRotoPaintExtra(AbstractShapeDataExporter):
def __init__(self):
super(NukeRotoPaintExtra, self).__init__("Nuke RotoPaint [Basic] Extra (*.nk)", "", number_of_data_streams=1,
export_multiple_shapes=True, export_open_splines=True,
export_multiple_views=True, export_interlaced=True,
program=AbstractShapeDataExporter.Nuke())
self.nuke_exporter = AbstractShapeDataExporter.registered_exporters()['Nuke RotoPaint [Basic] (*.nk)']
def error_string(self):
return ""
def do_export(self, project, layers, path, views):
result = self.nuke_exporter.do_export(project, layers, path, views)
header = """#mocha data RotoPaint export
#Version 5.0.0
"""
for file_name, contents in result.iteritems():
result[file_name] = header + contents
return result
nuke_exporter = NukeRotoPaintExtra()
nuke_exporter.register()
Assigning specific program groups to place a custom exporter
If you’re making exporters that support a specific host or data type and want them to appear in the same export category, you can assign your exporter to that group using its identifier.
Every exporter program category has its own static function you can use to assign a group, for example:
-
AfterEffects()
-
Alembic()
-
Avid()
-
Continuum()
-
Flame()
-
Etc…
You can look up the full list in the Mocha Python reference.
from mocha.exporters import AbstractTrackingDataExporter as ABT
class NewABCTrackingExporter(ABT):
def __init__(self):
super(NewABCTrackingExporter, self).__init__("New ALembic 2D Exporter", "", program=ABT.Alembic())
In the example above, we create a new Alembic 2D tracking data exporter and assign it to the Alembic program group so it appears in the right place in the export tree.
Adjusting mocha Preferences using mocha.Settings
The mocha.Settings API provides access to all mocha preferences and control over whether you want the changes to be permanent or just overridden for the session.
This makes it much easier to set up profiles for different users, or define settings based on particular conditions.
For a full list of available setting parameters, see the mocha Python reference.
Below is an example of using the mocha.Settings to override existing saved preferences and then comparing them to the original on disk.
import mocha
def settings_diff(settings1, settings2):
"""
Calculates difference between given PySide2.QtCore.QSettings (mocha.Settings) instances.
:param settings1: left operand
:type settings1: mocha.Settings
:param settings2: right operand
:type settings1: mocha.Settings
:return: difference dict {key: (value1, value2)}
:rtype: dict
"""
diff = {}
assert settings1.group() == settings2.group()
child_keys = set(settings1.childKeys())
child_keys.update(settings2.childKeys())
for key in child_keys:
value1 = settings1.value(key)
value2 = settings2.value(key)
if value1 != value2:
diff_key_name = "{0}/{1}".format(settings1.group(), key)
diff[diff_key_name] = (value1, value2)
child_groups = set(settings1.childGroups())
child_groups.update(settings2.childGroups())
for group in child_groups:
settings1.beginGroup(group)
settings2.beginGroup(group)
diff.update(settings_diff(settings1, settings2))
settings2.endGroup()
settings1.endGroup()
return diff
# Real settings. Changes are immediately written on the disk
real_settings = mocha.Settings(override=False, read_overridden=False)
# Guard to prevent any mocha settings changes
real_settings.setValue = lambda key, value: (_ for _ in ()).throw(ValueError("U Can't Touch This"))
# Overridden settings
overridden_settings = mocha.Settings(override=True, read_overridden=True)
# These settings must be synchronized with overridden_settings for reading values
checking_settings = mocha.Settings()
# Test that overloads have been not set yet, so the settings must be identical
assert not(settings_diff(real_settings, overridden_settings))
assert not(settings_diff(real_settings, checking_settings))
assert not(settings_diff(overridden_settings, checking_settings))
#Toggle an override of the Full Screen setting and test it against the saved setting
full_screen = overridden_settings.value('FullScreen')
overridden_settings.setValue('FullScreen', not full_screen)
assert not(settings_diff(overridden_settings, checking_settings))
diff = settings_diff(overridden_settings, real_settings)
assert '/FullScreen' in diff
overridden_settings.setValue('FullScreen', full_screen)
#Toggle an override of the Disable Offscreen buffers setting and test it against the saved setting
overridden_settings.disable_offscreen_buffers = not overridden_settings.disable_offscreen_buffers
assert not(settings_diff(overridden_settings, checking_settings))
diff = settings_diff(overridden_settings, real_settings)
assert '/DisableFBOs' in diff
overridden_settings.disable_offscreen_buffers = not overridden_settings.disable_offscreen_buffers
assert not(settings_diff(overridden_settings, checking_settings))
Optimizing threaded Python in mocha
Threading items in mocha Python is possible, however in order to handle the threads, mocha needs to periodically unlock the Global Interpreter Lock(GIL).
There are two parameters to control the GIL locking and unlocking intervals in the root of the mocha settings:
-
Python.VentilateInterval_msec
: This is the interval which is used to run python threads outside of GIL. The default is 300 (Integer), in milliseconds. -
Python.VentilateSleep_usec
: This is the sleep interval before reenabling GIL. The default is 999 (Integer), in microseconds.
You can time the delay of threads with the following:
import threading
import time
import datetime
def test():
tm0 = datetime.datetime.now()
for x in range(5):
time.sleep(1)
tm1 = datetime.datetime.now()
print('Finished:', tm1)
print('Elapsed :', tm1 - tm0)
print('Started :', datetime.datetime.now())
t = threading.Thread(target=test)
t.start()
If you get unexpected delays, you can try tweaking the ventilation parameters to optimize.
For example, try setting Python.VentilateInterval_msec
to, say, 50 instead of 300 and rerun the script above in the Python Script Editor.
See Adjusting mocha Preferences using mocha.Settings for more details on adjusting mocha settings.
Negative values of the ventilate settings disable "python ventilation". |
Rendering on the Command Line
Since you can use Python to call render operations and export clips, we have written a command line renderer so you don’t have to.
'/Applications/Mocha Pro 2025.app/Contents/MacOS/python3' '/Applications/Mocha Pro 2025.app/Contents/MacOS/mocharender.py' [options]
'C:\Program Files\BorisFX\Mocha Pro 2025\python\python.exe' 'C:\Program Files\BorisFX\Mocha Pro 2025\python\mocharender.py' [options]
'/opt/BorisFX/MochaPro2025/python/bin/python3' '/opt/BorisFX/MochaPro2025/python/mocharender.py'
Below are the various options to render. After you have typed in your options and pressed Enter, mocha will apply the render to layers with cogs turned on in the saved project file.
In each case you can choose either the abbreviated option (such as -p PROJECT_PATH), or the more descriptive option (--project=PROJECT_PATH):
'-p PROJECT_PATH, --project=PROJECT_PATH'
Path to the mocha project. E.g. /projects/mochaprojects/Results/myproject.mocha
-g LAYER_NAMES_IN_GROUPS, --group=LAYER_NAMES_IN_GROUPS
Group of layers to render. Specify layer names after the group name to render them only. Duplicated layers will be ignored.
-r RELINK_PATH, --relink-path=RELINK_PATH
Path to the first clip file for relinking. This option is useful if you have sent your project file to a different machine to render and you need to relink the source footage without opening the GUI.
-L MIN_INDEX, --lower-index=MIN_INDEX
Lower clip frame index for relinking. If you are only using a certain frame range for the original clip.
-U MAX_INDEX, --upper-index=MAX_INDEX
Upper clip frame index for relinking. If you are only using a certain frame range for the original clip.
-c CLIP_NAME, --clip-name=CLIP_NAME
Clip name, i.e. the name of the source clip you are using to render with.
-V VIEW_INDEX, --view=VIEW_INDEX
Clip view index. By default this is zero(0), but if you are using a multi-view clip you can set the index here. By default Left and Right views are 0 and 1 respectively.
-D EXPORT_DIR, --export-directory=EXPORT_DIR
Path to the output directory for the rendered export. Note that --output-directory
is now deprecated as it wasn’t clear this was the export directory.
-E OUTPUT_EXT, --output-extension=OUTPUT_EXT
Output clip extension. This is where you define your format, such as TIF, DPX, EXR etc.
-P OUTPUT_PREFIX, --prefix=OUTPUT_PREFIX
Output clip prefix. Such as 'Remove_'
-S OUTPUT_SUFFIX, --suffix=OUTPUT_SUFFIX
Output clip file name suffix if you require one.
-I FRAME_IN, --frame-in=FRAME_IN
Start frame index. The in point for your render. However, this is deprecated and it is better to use --frames (see below).
-O FRAME_OUT, --frame-out=FRAME_OUT
Stop frame index. The out point for your render. However, this is deprecated and it is better to use --frames (see below).
-R RENDER_TYPE, --render-type=RENDER_TYPE
Rendering operation type (remove, insert, stabilize, reorient). Note the US spelling of stabilize! The 'reorient' option is only available in Equirectangular 360 projects.
-v LOG_LEVEL, --verbosity=LOG_LEVEL
Show the render/export operation progress. '-v1' is minimum details, '-v4' is maximum details.
--fbo=FBO
Use offscreen buffers. Use 1 to use frame buffers, 0 to turn them off. If not set, mocha will use the setting in Preferences.
--offset
First file number of the exporting image sequence. If specified with no arguments, the project offset is used.
--frames FRAMES
List of frames and/or frame ranges to render separated a by semicolon. Ranges are presented via python slice notation.
--frames '0; 2; 3:12:3; 14:17; 19:'
Will render frames with the following indices: 0, 2, 3, 6, 9, 12, 14, 15, 16, 17, then 19 onwards until the end frame.
Inverted order is also supported. The ranges must not intersect with each other.
-x, --export-each-frame
Export each frame as soon as it’s been rendered. This argument is useful if you do not want to wait for the entire render before you get an export.
-d DEFAULT_OUTPUT_DIR, --default-output-dir DEFAULT_OUTPUT_DIR
Path to the default output render directory (i.e. the 'Results' directory). Note this is different from the export output directory where the final files go.
Example mocharender.py usage
I’ve got a project with two layers (Layer 1, Layer 2).
The following command performs removing contents of Layer 2 on frames 0-1 and saves the resulting clip to the /tmp/rendered directory.
$ python mocharender.py --project Markers.mocha "Layer 2" --export-directory="/tmp/rendered" --output-extension=png --render-type=remove -v4 --frames '0:1'
[DEBUG] 2015-11-05 14:26:14,464 Loading project file: Markers.mocha [DEBUG] 2015-11-05 14:26:14,749 Project loaded [DEBUG] 2015-11-05 14:26:14,750 Preparing for rendering [INFO] 2015-11-05 14:26:14,752 Rendering started [DEBUG] 2015-11-05 14:26:14,752 Removing "Layer 2" in Frame 0 [DEBUG] 2015-11-05 14:26:15,528 Removing "Layer 2" in Frame 1 ... [INFO] 2015-11-05 14:26:16,766 Rendering complete [DEBUG] 2015-11-05 14:26:16,767 Preparing for exporting [INFO] 2015-11-05 14:26:16,769 Exporting started [DEBUG] 2015-11-05 14:26:16,769 Saving Clip... [DEBUG] 2015-11-05 14:26:16,770 Writing /tmp/rendered/0.png [DEBUG] 2015-11-05 14:26:16,861 Writing /tmp/rendered/1.png ... [INFO] 2015-11-05 14:26:17,471 Exporting complete [INFO] 2015-11-05 14:26:17,472 Exported clip has been written to /tmp/rendered
Exporting data on the Command Line
Since you can use Python to export tracking and shape data, we have also written a command line exporter so you don’t have to. The mocha exporter also renders matte clips.
'/Applications/Mocha Pro 2025.app/Contents/MacOS/python3' '/Applications/Mocha Pro 2025.app/Contents/MacOS/mochaexport.py' [options]
'C:\Program Files\BorisFX\Mocha Pro 2025\python\python.exe' 'C:\Program Files\BorisFX\Mocha Pro 2025\python\mochaexport.py' [options]
'/opt/BorisFX/MochaPro2025/python/bin/python3' '/opt/BorisFX/MochaPro2025/python/mochaexport.py' [options]
The mochaexport.py script can export layer data to different export formats. There are 4 types of export (see --export-type option):
-
shapes: Refers to options in the "Track tab → Export Shape Data…" dialog inside the mocha GUI.
-
tracking: Refers to options in the "Track tab → Export Tracking Data…" dialog inside the mocha GUI.
-
camera-solve: Refers to options in the "Camera Solve tab → Export Camera Data…" dialog inside the mocha GUI.
-
rendered-shapes: Renders layer shapes to file. This is a bit different from other exports. You don’t specify --export-type, --exporter-name and --file-path options for rendered shapes. Required options are --output-directory --output-extension, list of layer names.
Optional inputs are --frame-in, --frame-out, --prefix, --suffix, --index-width.
Below are the various options to export. In each case you can choose either the abbreviated option (such as -p PROJECT_PATH), or the more descriptive option (--project=PROJECT_PATH):
-p PROJECT_PATH, --project=PROJECT_PATH
Path to the mocha project. E.g. /projects/mochaprojects/Results/myproject.mocha
-g LAYER_NAMES_IN_GROUPS, --group=LAYER_NAMES_IN_GROUPS
Group of layers to export. Specify layer names after the group name to export them only. Duplicated layers will be ignored.
-e EXPORT_TYPE, --export-type=EXPORT_TYPE
The Export type. The choices are 'rendered-shapes', 'shapes', 'tracking', or 'camera-solve'.
-D EXPORT_DIR, --export-directory=EXPORT_DIR
Path to the output directory for the rendered export. Note that --output-directory
is now deprecated as it wasn’t clear this was the export directory.
-E OUTPUT_EXT, --output-extension=OUTPUT_EXT
Output clip extension. If this option is not set, it will default to a PNG file when exporting rendered shapes.
-P OUTPUT_PREFIX, --prefix=OUTPUT_PREFIX
Output clip prefix. For use if you are exporting rendered shapes. Default is no prefix.
-S OUTPUT_SUFFIX, --suffix=OUTPUT_SUFFIX
Output clip suffix. For use if you are exporting rendered shapes. Default is no suffix.
-V VIEWS, --views=VIEWS
Names or abbreviations of views to export.
-v LOG_LEVEL, --verbosity=LOG_LEVEL
Show the export operation progress
-n EXPORTER_NAME, --exporter-name=EXPORTER_NAME
A name of an exporter. Can accept Regular Expressions as /regexp/. This is required if you are exporting shapes, tracking or camera solves.
-f FILE_NAME, --file-path=FILE_NAME
Exporter output file name.
-t TIME, --time=TIME
Frame time.
-C COLORIZE, --colorize=COLORIZE
Colorize output option. This is used to export the colored version of the mattes. Options are 'grayscale', 'matte-color', or 'layer' (for layer id gradient). The default is 'grayscale'.
-I FRAME_IN, --frame-in=FRAME_IN
Start frame index. Default is 0.
-O FRAME_OUT, --frame-out=FRAME_OUT
Stop frame index.
-w INDEX_WIDTH, --index-width=INDEX_WIDTH
Output index width. Default is 0.
-L, --exporters-list
If set, the script will output a list of all possible exporters grouped by their types.
-i, --invert
Mimes Invert checkbox of the Export Tracking Data dialog.
-R, --remove-lens-distortion
Mimes Remove lens distortion checkbox of the Export Tracking Data dialog.
-s, --stabilize
If set, stabilize data will be exported. Use it together with a tracking exporter type.
--fbo=FBO
Use offscreen buffers. Use 1 to use frame buffers, 0 to turn them off. If not set, mocha will use the setting in Preferences.
--offset
First file number of the exporting image sequence. If specified with no arguments, the project offset is used.
Example mochaexport.py usage
This command exports Layer 1 and Layer 2 shape data from a mocha project to the HitFilm shape format.
$ python ./mochaexport.py --project Markers.mocha --export-type="shapes" --exporter-name="/HitFilm/" --file-path=/tmp/1.hfcs "Layer 1" "Layer 2" -v4
[DEBUG] 2015-11-05 14:29:41,852 Loading project file: Markers.mocha [DEBUG] 2015-11-05 14:29:42,137 Project loaded [DEBUG] 2015-11-05 14:29:42,138 Performing export with 'HitFilm [Transform & Shape] (*.hfcs)' exporter... [DEBUG] 2015-11-05 14:29:42,165 Writing contents to '/tmp/1.hfcs' [DEBUG] 2015-11-05 14:29:42,165 Done
This command exports a rendered shapes clip of Layer 2:
$ python .mochaexport.py --project Markers.mocha --output-directory="/tmp/rendered" --output-extension=png "Layer 2" -v4
[DEBUG] 2015-11-05 14:33:40,426 Loading project file: Markers.mocha [DEBUG] 2015-11-05 14:33:40,713 Project loaded [DEBUG] 2015-11-05 14:33:40,713 Preparing to export clip... [DEBUG] 2015-11-05 14:33:40,713 Performing rendered shapes export [INFO] 2015-11-05 14:33:40,769 Exporting started [DEBUG] 2015-11-05 14:33:40,769 Saving Clip... [DEBUG] 2015-11-05 14:33:40,775 Writing /tmp/rendered/0.png [DEBUG] 2015-11-05 14:33:40,856 Writing /tmp/rendered/1.png ... [INFO] 2015-11-05 14:33:41,342 Exporting complete [DEBUG] 2015-11-05 14:33:41,358 Done
Updating the GUI
Some Python scripts may require you to update the Mocha GUI frequently. Do do this, you can use QCoreApplication.processEvents() in your code:
from PySide2.QtCore import QCoreApplication
...
QCoreApplication.processEvents()
Further Reference
For complete reference of the Mocha Python API, see here: https://borisfx.com/support/documentation/mocha/python/