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# adobe-premiere-cc-mcp

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[![Premiere Pro 26.2](https://img.shields.io/badge/Premiere%20Pro-26.2%20verified-9999ff.svg)](#)

An MCP server for driving Adobe Premiere Pro from an AI assistant. Inspect a project, cut
and arrange a timeline, grade by measurement rather than by eye, mix and normalise audio
to a real loudness target, and export frames or finished video.

The design rule is **one tool per expert capability, not one per API call.**
`analyse_clips` renders each shot and measures it; it does not expose `getClipScale`
and leave the thinking to you. The expertise lives inside the tool, which is why the
surface stays small while the capability grows.

The second rule is that **every write verifies itself.** A tool reads the value back,
and the ones that cannot be checked say so rather than reporting a cheerful success.
That matters because several Premiere scripting calls return "No Error" while doing
nothing at all.

Built and verified against **Premiere Pro 26.2** on Windows. Every tool listed
below has been run against a real project, not just typechecked, including the
destructive ones.

## What makes it different

- **Measurement instead of guesswork.** `analyse_clips` renders each clip, isolates it
  from the tracks above, and reports its black point, contrast and colour cast, so a
  grade follows numbers rather than a hunch. `analyse_loudness` renders the audio and
  measures true LUFS to ITU-R BS.1770, because Premiere exposes no loudness figure to a
  script at all.
- **Tools that admit failure.** `set_clip_speed` reads the speed back off the clip and
  reports when Premiere clamped it. `get_stabilizer_status` says plainly that a clip was
  never analysed. `export_sequence` confirms the file exists before claiming success.
- **A verdict you can act on.** `critique_edit` judges a sequence against published short
  form norms: what happens in the opening seconds, how often the picture changes, and
  whether the message survives muted playback.
- **Nothing borrowed.** The CEP panel that carries commands into Premiere was written
  from the protocol for this project and is signed with its own certificate.
- **Capabilities, not wrappers.** Other Premiere MCP servers ship several hundred to
  over a thousand tools, most of them one scripting call each, which leaves every expert
  decision to the model. Every tool's name, description and schema is also sent on every
  request, so a large surface is paid for before any work happens. These tools cost
  roughly 4,400 tokens of that budget and each one does a whole job.

## Documentation

- [Recipes](docs/recipes.md) — session start, grading, loudness, partial export, and a
  nine up grid built end to end.
- [Grading](docs/grading.md) — how to read the measurements and choose a correction.
- [Contributing](CONTRIBUTING.md) — the development loop and what a good change looks like.
- [Security](SECURITY.md) — what this server can do to your machine, and the signing model.
- [Roadmap](TODO.md) — what is done, what is blocked, and the Premiere limits found so far.

Paths may be passed with forward or backslashes; they are normalised before they
reach Premiere, because `exportAsMediaDirect` fails with a bare
`Error: Unknown Error` on forward slashes.

## How it works

```
assistant  <--stdio-->  MCP server  <--temp files-->  CEP panel  <--evalScript-->  Premiere
```

The server writes `cmd_<id>.jsx` into a shared temp folder. The CEP panel inside
Premiere claims it with an atomic rename, evaluates it, and writes
`res_<id>.json` back. Anything slower than two seconds also gets a
`busy_<id>.json` heartbeat, which is how the server tells "still working" apart
from "the panel is not running".

## Requirements

- Node.js 20 or newer, tested on 20 and 22
- Adobe Premiere Pro 2020 or newer
- Adobe Media Encoder is **not** required; exports use Premiere's own encoder

## Setup

```bash
npm install
npm run build
npm run sign-panel      # signs panel/ into artifacts/PremiereMcpLink.zxp
npm run install-panel   # installs it and sets PlayerDebugMode
```

Then restart Premiere. The panel starts itself when Premiere becomes active, so
there is nothing to open by hand; `Window > Extensions > Premiere MCP Link` shows
its status and log if you want to watch it.

Signing needs Adobe's `ZXPSignCmd` in `tools/`, from
[Adobe-CEP/CEP-Resources](https://github.com/Adobe-CEP/CEP-Resources)
(`ZXPSignCMD/4.1.103/win64`). `npm run sign-panel` generates a self-signed
certificate the first time. Premiere refuses unsigned extensions even with
`PlayerDebugMode` enabled, so signing is not optional.

The server and panel meet in `%TEMP%\premiere-mcp-link`. Override it on both
sides with `PREMIERE_MCP_BRIDGE_DIR` if you need to run two setups side by side.

Register it with your MCP client, for example:

```json
{
  "mcpServers": {
    "premiere": {
      "command": "node",
      "args": ["C:/BINUS/SELF/adobe-premiere-cc-mcp/dist/index.js"]
    }
  }
}
```

Then ask the assistant to call `ping`.

## Tools

<!-- tools:start -->

64 tools.

| Tool | Parameters | What it does |
| --- | --- | --- |
| `ping` | — | Check that Premiere is running and the bridge panel is alive. |
| `get_timeline` | `detail`, `track_type`, `track_index`, `empty_tracks` | Picture of the active sequence: resolution, frame rate, duration, and every clip on every track with its node ID, timing and Motion scale. |
| `get_clip` | `node_id` | Everything about one clip: timing, in-point, and every effect with all of its property values and keyframe state. |
| `list_sequences` | — | List every sequence in the project and say which one is active. |
| `set_active_sequence` | `sequence` | Make a sequence the active one, so every other tool operates on it. |
| `create_sequence_from_items` | `name`, `item_ids` | Create a new sequence built from one or more project items, and confirm it exists. |
| `check_edit` | `max_scale`, `max_audio_db` | Inspect the whole sequence and report the problems that quietly ruin an edit: clips scaled above 100 percent, stabilisers that were never analysed, audio above unity or with keyframes that spike, disabled clips, gaps on the main video track, muted tracks, and clips missing a grade while their neighbours have one. |
| `critique_edit` | `platform` | Judge the active sequence against what actually holds attention on a given platform, and say whether it is ready to post. |
| `review_sequence` | `output_dir`, `frames`, `start_seconds`, `end_seconds` | One pass over a whole sequence for judging it rather than editing it: writes evenly spaced stills across the running time, measures each one, and reports the sequence settings alongside them. |
| `contact_sheet` | `output_dir`, `track_index`, `limit`, `isolate` | Export one still per clip on a video track, taken from the middle of each clip, and return the file paths. |
| `analyse_frame` | `time_seconds` | Measure the image at a point in the sequence and suggest Basic Correction moves. |
| `analyse_clips` | `track_index`, `limit` | Measure one frame per clip on a video track and report the numbers side by side, so shots can be grouped by how they actually look rather than by eye. |
| `read_scopes` | `time_seconds` | Read the video scopes at a point in the sequence, the way a colourist would. |
| `match_shots` | `reference_node_id`, `target_node_ids`, `apply`, `max_passes` | Match one clip's grade to another by measurement rather than by eye. |
| `get_playhead` | — | Current playhead position in the active sequence, in seconds and as timecode. |
| `set_playhead` | `time_seconds` | Move the playhead to a time in seconds and read the position back. |
| `get_sequence_range` | — | Read the sequence in and out points and the work area, the two ranges that decide what a partial export covers. |
| `set_sequence_range` | `in_seconds`, `out_seconds` | Set the sequence in and out points, then read them back. |
| `set_track_state` | `track_type`, `track_index`, `muted` | Mute or unmute a video or audio track and read the state back. |
| `list_markers` | — | List every marker on the active sequence with its time, name and comment. |
| `add_marker` | `time_seconds`, `name`, `comment`, `duration_seconds` | Add a marker to the active sequence at a given time, then confirm it exists. |
| `delete_marker` | `time_seconds`, `tolerance_seconds` | Delete the marker nearest a given time, within a small tolerance, and report how many remain. |
| `detect_beats` | `range`, `timeout_ms` | Find the tempo of the sequence audio and return the beat grid, without changing anything. |
| `mark_beats` | `grid`, `offset_seconds`, `limit`, `range`, `timeout_ms` | Write sequence markers on the beat grid so the cuts can be placed by eye or by tool. |
| `cut_to_beats` | `track_index`, `grid`, `offset_seconds`, `limit`, `range`, `timeout_ms` | Razor a video track on the beat grid, so every cut lands on the music. |
| `make_split_edit` | `cut_seconds`, `type`, `overlap_seconds`, `video_track`, `audio_track` | Turn a straight cut into a J or L cut, the technique that most separates professional cutting from amateur. |
| `find_action_peaks` | `node_id`, `samples` | Measure movement across a clip and report where the action peaks, so a cut can land on the movement rather than near it. |
| `check_delivery` | `samples`, `start_seconds`, `end_seconds` | Run the quality control pass a broadcaster would run before accepting a file. |
| `check_audio` | `range`, `timeout_ms` | Render the mix and find the audio faults that ruin a delivery: passages clipped into distortion, stretches of dead silence, and a noise floor high enough to hear. |
| `duck_music` | `music_track_index`, `dialogue_track_indexes`, `duck_db`, `attack_seconds`, `hold_seconds`, `release_seconds`, `on_existing_keyframes`, `dry_run`, `timeout_ms` | Pull a music bed down under the talking and let it back up in the gaps, the way a mixer rides a fader, instead of leaving one flat level for the whole timeline. |
| `clean_dialogue` | `track_index`, `high_pass_hz`, `ratio`, `threshold_db`, `attack_ms`, `release_ms`, `compress`, `dry_run`, `timeout_ms` | Put the standard dialogue chain on a voice track and prove it did something: a high pass to kill rumble, then compression to even out the level. |
| `list_project_items` | `limit` | List the project panel contents: bins and media, with the node ID of each. |
| `import_media` | `file_paths`, `bin_name` | Import one or more media files into the project panel and confirm the item count grew. |
| `create_bin` | `name` | Create a bin in the project panel and confirm it exists. |
| `check_media` | `limit` | Report the link state of every media item: whether it is offline, where its media actually lives on disk, and whether a proxy is attached. |
| `attach_proxy` | `item_id`, `proxy_path` | Attach a proxy file to a project item, so Premiere edits against the light version while keeping the original for export. |
| `relink_media` | `item_id`, `new_path` | Point an offline project item at its file in a new location and confirm it came back online. |
| `set_clip_enabled` | `node_id`, `enabled` | Enable or disable a clip. |
| `split_clip` | `track_type`, `track_index`, `time_seconds` | Cut every clip on a track at the given time, the same as the razor tool. |
| `remove_clip` | `node_id`, `ripple` | Remove a clip from the timeline. |
| `add_to_timeline` | `item_id`, `track_type`, `track_index`, `time_seconds`, `mode` | Place a project item onto a track at a given time and confirm the clip count grew. |
| `move_clip` | `node_id`, `time_seconds`, `overwrite` | Move a clip to a new start time on its own track and confirm it landed. |
| `set_clip_speed` | `node_id`, `speed_percent` | Change a clip's playback speed. |
| `trim_clip` | `node_id`, `edge`, `time_seconds` | Trim a clip's start or end on the timeline and confirm the new duration. |
| `set_scale` | `node_id`, `scale` | Set a clip's Motion scale and read it back to confirm. |
| `grade_clips` | `node_ids`, `add_lumetri_if_missing`, `exposure`, `contrast`, `highlights`, `shadows`, `whites`, `blacks`, `saturation`, `temperature`, `tint`, `look_intensity` | Apply the same Lumetri Basic Correction to a group of clips in one pass, then read every value back. |
| `set_lumetri` | `node_id`, `exposure`, `contrast`, `highlights`, `shadows`, `whites`, `blacks`, `saturation`, `temperature`, `tint`, `look_intensity` | Set Lumetri Basic Correction values on a clip and read them back. |
| `match_grade` | `source_node_id`, `target_node_ids` | Copy one clip's Lumetri Basic Correction onto other clips as a starting point, then read every value back. |
| `get_grade` | — | Read the Lumetri Basic Correction values of every graded clip in one call, so a grade can be compared across shots without inspecting clips one at a time. |
| `set_audio_level` | `node_id`, `db` | Set a clip's audio level in decibels and read it back. |
| `normalise_loudness` | `target`, `track_index`, `range`, `allow_clipping`, `timeout_ms` | Measure the sequence loudness and then actually move the audio to hit the target, in one pass. |
| `analyse_loudness` | `target`, `range`, `timeout_ms` | Measure how loud the sequence actually is, in LUFS to ITU-R BS.1770, by rendering its audio to a temporary WAV and analysing it here. |
| `set_fade` | `node_id`, `fade_in_seconds`, `fade_out_seconds` | Put a clean fade in and/or out on a clip: Opacity for video, Volume for audio. |
| `list_effects` | `kind`, `filter` | List every video or audio effect name Premiere can apply. |
| `apply_effect` | `node_id`, `effect_name` | Add a video or audio effect to a clip by name and confirm it attached. |
| `list_transitions` | `filter` | List every video transition name Premiere can apply, for use with add_transition. |
| `add_transition` | `node_id`, `transition_name`, `at` | Add a video transition at a clip's head or tail and confirm it appeared on the track. |
| `get_stabilizer_status` | — | Report Warp Stabilizer state for every clip that has it. |
| `set_stabilizer_mode` | `node_id`, `mode`, `max_scale` | Set Warp Stabilizer to 'no_motion' (locked static frame, what static-camera edits need) or 'smooth_motion' (keeps camera movement, smoothed). |
| `export_frame` | `output_path`, `time_seconds` | Write a full resolution still of the sequence at a given time. |
| `list_export_presets` | `filter`, `limit` | List Adobe .epr export presets on disk, including the ones Premiere ships itself. |
| `export_sequence` | `output_path`, `preset_path`, `range`, `timeout_ms` | Render the active sequence to a file using Premiere's own encoder; Adobe Media Encoder is not required. |
| `save_project` | — | Save the current project. |
| `run_script` | `code`, `timeout_ms` | Escape hatch: run raw ExtendScript in Premiere for anything the typed tools do not cover. |

<!-- tools:end -->

## Premiere behaviours worth knowing

These cost real debugging time and are encoded in the tools:

- **`getVideoEffectList()` returns an array of name strings**, not objects. Entries
  have no `.name` and the array has no `.numItems`. Effect objects must come from
  `getVideoEffectByName()`.
- **Keyframe times are absolute source time.** Stills and graphics sit near 3600s,
  so a keyframe written at `0.5` lands outside the clip and never fires.
- **New keyframes interleave with existing ones** rather than replacing them, which
  is how a fade ends up spiking to full mid-clip. Clear before writing.
- **`getKeys()` returns `undefined`**, not `[]`, when a property has no keyframes.
- **Warp Stabilizer never re-analyses from a script.** A clip can report the mode
  you set while being completely unstabilised. The tell is the auto-scale display
  name: a percentage means solved, a bare label means not analysed.
- **QE track item indexes count empty gaps**, so they do not match DOM clip indexes.
  Match on start time.
- **Creative Looks cannot be set by script.** The name property accepts a string but
  the LUT never loads. Pick looks in the Lumetri panel; only intensity is scriptable.
- **`exportAsMediaDirect` returns "No Error" even when it writes nothing**, so the
  file has to be checked on disk.

## Development

```bash
npm run dev      # tsc --watch
npm test         # vitest
npm run check    # typecheck + tests, no build
npm run build    # emit dist/
npm run verify   # run every tool against the open project
```

`npm run verify` covers the read-only tools. Add `-- --destructive` to also exercise
splitting, removing, importing and speed changes; that edits the open project, so
point it at a scratch one.

### Testing against a live Premiere without restarting your assistant

An MCP client loads the server once at startup, so a rebuild does not reach it
until the client restarts. `npm run smoke` skips the client entirely and drives
the built server over stdio the same way:

```bash
npm run build
npm run smoke                                    # read-only sweep
npm run smoke -- --list                          # tool names
npm run smoke -- ping
npm run smoke -- get_clip '{"node_id":"000f4241"}'
npm run smoke -- export_frame '{"output_path":"C:/tmp/check.png","time_seconds":12}'
```

That is the fast loop: edit, `npm run build`, `npm run smoke -- <tool>`. Restart
the assistant only when you want the new tools exposed to it.

## License

MIT

TDQS

A3.8/5.0

Scored across 41 tools

Disambiguation5/5

Each tool has a clearly distinct purpose, with detailed descriptions that prevent confusion. Even similar tools like get_clip vs get_timeline operate at different scopes (single clip vs whole sequence), and grade_clips vs set_lumetri target group vs individual clips. No two tools appear to do the same thing.

Naming Consistency4/5

The vast majority of tools follow a consistent verb_noun pattern (get_, set_, list_, create_, delete_, add_, etc.). Minor exceptions like 'ping' and 'contact_sheet' deviate from this pattern, but they are easily recognizable and do not significantly harm overall consistency.

Tool Count2/5

With 41 tools, the server is heavily overloaded. While Premiere is a complex application, this many tools in one MCP server makes it unwieldy and could benefit from being split into focused sub-servers (e.g., editing, effects, export). The number falls well beyond the 'too many' threshold of 25.

Completeness4/5

The tool set covers the core editing workflow well: project management, sequence handling, timeline operations, clip properties, effects, grading, markers, playhead, export, and saving. Minor gaps exist, such as no generic effect property setter (only specific ones like set_lumetri and set_scale) and limited transition editing, but run_script provides an escape hatch for these cases.

Maintenance

ActivitySlowing
ResponsivenessNo issues