Cost and licence
Free and open source, your choice of MIT or Apache-2.0; no subscription (repository ↗)
Sold through Adobe's Creative Cloud plans ↗; offers vary by region and time
The short answer: no, they are not the same product. EffectCraft is a clean-room reimplementation — a compositor written from scratch in Rust — not a port of After Effects, and not affiliated with Adobe. If you are starting something new, it is worth a careful trial. If your work depends on existing .aep files, After Effects plug-ins or presets, stay with After Effects for now.
The comparison below separates three things: what both projects document, what is documented as incompatible, and what only a test on your own project can settle.
Independent site, not affiliated with Adobe or ArtCraft · EffectCraft figures from gaps.md ↗ / ROADMAP ↗ · no same-machine benchmark was run.
Jump to the comparison01 / Side by side
Documented capabilities, known incompatibilities, and the questions your own project must answer.
| Decision point | EffectCraft | After Effects |
|---|---|---|
| Cost and licence | Free and open source, your choice of MIT or Apache-2.0; no subscription (repository ↗) | Sold through Adobe's Creative Cloud plans ↗; offers vary by region and time |
| Core workflow | Compositions, layers, keyframes, 306 effects, 3D cameras and lights, render queue — same panels, menus and shortcuts on purpose (gaps.md ↗; README ↗) | Motion graphics, visual effects, animation and compositing (Adobe ↗) |
| Native project file | .ecproj — versioned JSON, so it diffs cleanly in version control | .aep (binary) / .aepx (XML) (Adobe formats ↗) |
| Opening the other's projects | Cannot open .aep / .aepx. The project's own gap list ranks this the number-one barrier to switching and puts "opening existing After Effects work" at ≈ 0% (gaps.md ↗) | Does not open .ecproj |
| After Effects plug-ins | Do not run. The project grades its own plug-in ecosystem at ≈ 20% — its lowest-graded area (gaps.md ↗) | Third-party plug-in ecosystem ↗ |
| Presets | 31 original .ecpreset files, and it reads only its own format — .ffx reading is out of clean-room scope | 621 built-in .ffx presets, widely assumed by tutorials (both figures: gaps.md ↗) |
| Desktop and other platforms | macOS universal; Windows x64 / x86 / native ARM64; Linux x86_64 / aarch64 / riscv64; FreeBSD x86_64; and the browser (WebAssembly) (README ↗) | Windows and macOS (Adobe system requirements ↗) |
| Video and audio output | H.264 MP4, ProRes MOV (Proxy → 4444 XQ with alpha), HEVC Main/Main 10, AV1 MP4, WebM (VP9 or AV1 + Opus), PNG / JPEG / TIFF / 32-bit EXR sequences, animated GIF, WAV / AIFF. Every codec is pure Rust — no FFmpeg (README ↗) | H.264, ProRes, HEVC, image sequences and more (Adobe export docs ↗) |
| Colour pipeline | Open gaps include 32-bpc blend modes, Working Gamma 2.4, ProRes 4444 tagging and no ACES 2.0 / OCIO — the project calls wrong colour in delivery "a client-visible failure" (gaps.md ↗) | Adobe documents ↗ OCIO and ACES 2.0 colour management |
| Readiness | Feature breadth ≈ 91%, production readiness ≈ 45%. Fidelity measured for one narrow case — scalar ease, 168 samples, maximum error below 3e-11 degrees — and otherwise mostly unmeasured. Labelled alpha (gaps.md ↗ / ROADMAP ↗) | The reference product, and mature |
Free and open source, your choice of MIT or Apache-2.0; no subscription (repository ↗)
Sold through Adobe's Creative Cloud plans ↗; offers vary by region and time
.ecproj — versioned JSON, so it diffs cleanly in version control
.aep (binary) / .aepx (XML) (Adobe formats ↗)
Cannot open .aep / .aepx. The project's own gap list ranks this the number-one barrier to switching and puts "opening existing After Effects work" at ≈ 0% (gaps.md ↗)
Does not open .ecproj
Do not run. The project grades its own plug-in ecosystem at ≈ 20% — its lowest-graded area (gaps.md ↗)
Third-party plug-in ecosystem ↗
31 original .ecpreset files, and it reads only its own format — .ffx reading is out of clean-room scope
621 built-in .ffx presets, widely assumed by tutorials (both figures: gaps.md ↗)
macOS universal; Windows x64 / x86 / native ARM64; Linux x86_64 / aarch64 / riscv64; FreeBSD x86_64; and the browser (WebAssembly) (README ↗)
Windows and macOS (Adobe system requirements ↗)
H.264 MP4, ProRes MOV (Proxy → 4444 XQ with alpha), HEVC Main/Main 10, AV1 MP4, WebM (VP9 or AV1 + Opus), PNG / JPEG / TIFF / 32-bit EXR sequences, animated GIF, WAV / AIFF. Every codec is pure Rust — no FFmpeg (README ↗)
H.264, ProRes, HEVC, image sequences and more (Adobe export docs ↗)
Open gaps include 32-bpc blend modes, Working Gamma 2.4, ProRes 4444 tagging and no ACES 2.0 / OCIO — the project calls wrong colour in delivery "a client-visible failure" (gaps.md ↗)
Adobe documents ↗ OCIO and ACES 2.0 colour management
How to read this table. Rows fall into three kinds, and it is worth telling them apart before you spend an afternoon on a trial:
.aep projects and AE plug-ins do not currently carry over; .ffx reading is outside the project's stated clean-room scope. The project's own estimates put the first two areas at ≈ 0% and ≈ 20%.EffectCraft's percentages and readiness estimates come from its public gap list ↗ and ROADMAP ↗, both comparing EffectCraft with After Effects 2026 (26.5). Platform and output lists come from its README ↗. This site is independent and not affiliated with Adobe or ArtCraft.
If you are deciding right now, the two pages that matter most are the download and install guide and the beginner tutorial; for the general question without the brand name, see EffectCraft vs After Effects decision guide.
02 / Shared language
Both products are built around composing elements over time. In EffectCraft, you can place text, shapes, footage, and other compositions on layers; animate properties with keyframes; apply effects; and render an output. The official README ↗ describes a Project panel, Composition viewer, Timeline, effect controls, and Render Queue. Adobe's After Effects product page ↗ describes animated graphics, visual effects, and compositing, while its render documentation ↗ covers delivering an MP4.
That shared vocabulary can make a small original project easier to start if you already know After Effects. It does not transfer the project file. If you create a short title from scratch, you can judge whether EffectCraft's layout and tools suit you without first solving a migration problem. Our beginner animated-title tutorial walks through that first composition and export. Make a sample with the exact font, effect, footage, and output format you intend to use. Save it, reopen it, and watch the exported file outside the editor. That process tests the whole route from edit to delivery.
03 / The short answer
No. EffectCraft is a clean-room reimplementation — a motion-graphics application written from scratch in Rust — not a port of After Effects, not a build of it, and not affiliated with Adobe. Both apps arrange elements over time on layers and animate properties with keyframes, and EffectCraft deliberately keeps familiar menus and shortcuts, so the workflow will feel recognisable. The code underneath, the project format and the extension model are all different.
If you want to know where that leaves you: what EffectCraft is and how to start, how to download and install it, and a beginner tutorial.
04 / Project files
Not today, and this is not a small patch. After Effects projects use .aep or .aepx (Adobe's format documentation ↗); EffectCraft saves .ecproj. The project's own gap list ranks this the number-one barrier to switching and puts opening existing After Effects work at ≈ 0%, with an estimated 80–160 agent hours to close — and the candidate route, the external converter py-aep (#248), still awaits an owner decision on clean-room scope (gaps.md ↗). That last clause matters: reading Adobe's proprietary project format may fall outside what this project is willing to do at all.
One thing that does carry over, and is easy to miss: the same gap entry notes that expressions and the scripting object model are strong, so scripts and expressions carry over.
If a client project, a purchased template or an archive has to stay editable as the same timeline, keep it in After Effects. Source footage can usually be reused, but the composition has to be rebuilt and re-checked.
For reference, the project sets its own bar for beta: roughly 75% readiness plus .aep files opening reliably (ROADMAP ↗).
05 / Plug-ins and presets
No. Adobe documents a third-party plug-in ecosystem ↗, and many working projects depend on it. EffectCraft's gap list puts the plug-in ecosystem at ≈ 20% — its lowest-graded area — and states plainly that After Effects plug-ins do not run (gaps.md ↗). EffectCraft has its own extension path, but that is a separate thing, not compatibility.
The related limit is presets. After Effects ships 621 .ffx presets; EffectCraft ships 31 original .ecpreset files and reads only its own format. The estimate field for that gap says .ffx reading is out of clean-room scope — not scheduled late, but not planned. The project's own note on why it matters: "Presets are how many designers start; tutorials assume them." (gaps.md ↗).
Before considering a move, list the plug-ins and presets a project depends on, and check each one for a native rebuild. Do not assume a similarly named built-in effect produces identical frames.
06 / Platforms
Yes — and for a Linux-based desktop workflow this is the most concrete reason to try it, because After Effects has no Linux build.
EffectCraft publishes builds for macOS (universal), Windows (MSI and portable; x64, x86 and native ARM64), Linux (AppImage, Flatpak, deb, rpm, tar.gz across x86_64, aarch64 and riscv64), FreeBSD x86_64, and the web via WebAssembly (README ↗). Download links are on the official product page ↗.
Real-world reliability is uneven, and the project says so: real-user experience sits at ≈ 60%, uneven by platform, with most checking still happening on macOS and more problem reports coming from Linux and Windows (gaps.md ↗). Two tracked examples are the #613 Direct3D 12 compositor and #596, where the compositor fails to start on some Windows GPUs. There is also no hardware video decode or encode — no VideoToolbox, NVENC, Quick Sync or VA-API — which affects 4K playback and export speed.
So test your own media on your own machine: import, preview, save, reopen, export.
07 / Distinct strengths
A comparison that only lists what the newer app lacks is not a comparison. The project describes itself as going further in a few places where it matters to us, and four of those are After Effects trade-offs rather than missing features:
.ecproj), so they diff cleanly in version control. After Effects .aep files are binary, while .aepx files are XML.The trade-off on the last one is real, so it is worth stating: the gap list notes that EffectCraft's HEVC and AV1 encoders lack B-frames, multi-reference and SAO/CDEF, so files come out larger than a mature encoder would produce.
08 / Make the call
Choose a small EffectCraft trial if you are making something new, can live with its own project format, and have time to verify a result end to end. A four-second animated title or a simple lower third is a better first test than a complex composition. Start with the six-step EffectCraft tutorial if you want a repeatable exercise.
Stay with After Effects if you must revise .aep files, hand work to collaborators who expect AE, or rely on a plug-in or preset that cannot run in EffectCraft. Those requirements are more decisive than any feature count.
Honest numbers before you decide. Against After Effects 2026 (26.5), the project grades feature breadth at ≈ 91% (every AE effect exists by name, plus menus, panels, Classic and Advanced 3D, tracking, expressions, scripting and export) but production readiness at ≈ 45%, with fidelity measured for one narrow case — scalar ease, 168 samples, maximum error below 3e-11 degrees — and behaviour otherwise mostly unmeasured (gaps.md ↗). Broad coverage is not the same as production readiness; the project says so itself.
Run a representative test before any deadline-driven switch. Check five things against your real requirements:
To compare against After Effects, build a small matched sample in each app and record both outputs, the machine and the settings. The two apps do not open the same native project file, so this test tells you about your task — not about either app in general.
One more everyday limit worth knowing: projects store absolute file paths and there is no relink, so a project that moves to another machine loses its media links (gaps.md #18 ↗).
09 / Common questions
No. EffectCraft is a clean-room reimplementation written from scratch in Rust, not a port of After Effects. It keeps a familiar layer-and-keyframe workflow on purpose, so it feels recognisable, but the code, the project format (.ecproj) and the extension model are its own, and it is not affiliated with Adobe. For a side-by-side breakdown, see our EffectCraft vs After Effects comparison.
Not today — the project puts this at ≈ 0% and calls it the number-one barrier to switching. .aep and .aepx files cannot be opened, and EffectCraft saves .ecproj instead (gaps.md ↗). Closing that gap is estimated at 80–160 agent hours, and the external-converter route still awaits a decision on whether reading Adobe's proprietary format fits the project's clean-room scope. Expressions and scripts do carry over. If a project must stay editable in AE, keep it there; an exported video can move the finished image, but not the editable composition.
No. After Effects plug-ins do not run in EffectCraft, and the project grades its own plug-in ecosystem at ≈ 20% — its weakest area. Presets are the same story: 621 .ffx presets ship with After Effects and 31 original .ecpreset files ship with EffectCraft, and .ffx reading is out of clean-room scope, meaning it is not planned rather than merely pending (gaps.md ↗). List every plug-in and preset a project depends on before moving, and test whether a native effect can meet the output requirement — do not assume identical frames.
Yes — free and open source under a choice of MIT or Apache-2.0, with no subscription, while After Effects is sold through Creative Cloud plans ↗ (check your region's current offer). The cost that is not on the price tag is your time: rebuilding .aep compositions, replacing plug-ins and presets, and testing your own media. For work that starts fresh, that bill is often near zero; for work that depends on an existing AE pipeline, it is not.
There is no same-machine benchmark, and the project says so: performance is graded "unknown against After Effects, ≈ 35%". Its own internal figure is 290 ms per frame for Advanced 3D at 1080p on an M4 Pro, with no 4K or hundreds-of-layers project tested (gaps.md ↗). Two structural factors: there is no hardware video decode or encode (no VideoToolbox, NVENC, Quick Sync or VA-API), and the HEVC/AV1 encoders lack B-frames and multi-reference, so files are larger. Render time otherwise depends on project, effects, resolution, format and hardware — so build a matched sample in each app and record your own numbers.
Yes — macOS, Windows, Linux, FreeBSD and the web (WebAssembly), which is itself a reason to try it, because After Effects has no Linux build. Real-user experience is graded ≈ 60%, uneven by platform, with most checking still happening on macOS and more reports from Linux and Windows (gaps.md ↗). Test media import, preview, save and export on your machine. Download and install guide.
Not yet, by the project's own estimates: production readiness ≈ 45%, ≈ 47% for a mainstream professional, and ≈ 52% for lighter use. The ROADMAP ↗ puts beta roughly 350–620 agent hours away. The maintainers label the project alpha rather than beta. Fidelity has been measured for one narrow case (scalar ease, 168 samples, maximum error below 3e-11 degrees); other behaviour is mostly unmeasured (gaps.md ↗). For a deadline-driven client delivery, treat it as a promising tool that must pass your own test first. For experiments, titles and internal work, the cost of finding out is your time — which is the whole argument for trying it.
10 / Continue reading