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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
PREMIERE_MCP_EXENoPremiere executablethe 2025 path
PREMIERE_MCP_LOG_DIRNoServer audit log location%APPDATA%\premiere-mcp\logs
PREMIERE_MCP_OUTPUT_DIRNoDefault output folder for rendered files~/Videos/premiere-mcp
PREMIERE_MCP_BRIDGE_HOSTNoBridge host (keep localhost)127.0.0.1
PREMIERE_MCP_BRIDGE_PORTNoPort of the in-Premiere bridge panel3030
PREMIERE_MCP_REMOTION_DIRNoRemotion intro renderer project (must be in a path without !)./remotion-intro
PREMIERE_MCP_ALLOWED_ROOTSNoWrite/delete allowlist (;-separated)Documents;Videos;Desktop;Downloads
PREMIERE_MCP_VERSION_FAMILYNoPrefs/registry version folder25.0

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
premiere_bridge_panel_statusA

Check whether the in-Premiere bridge panel is installed and whether unsigned CEP extensions are enabled. Read-only.

premiere_install_bridge_panelA

Install the CEP bridge panel into Premiere for the current user (no admin): enables unsigned CEP extensions (PlayerDebugMode) and copies the bundled panel to the Adobe CEP extensions folder. After this, RESTART Premiere and open Window > Extensions > Premiere MCP Bridge.

premiere_statusA

Report whether Adobe Premiere Pro is running, whether the in-app MCP bridge panel is reachable, and the app/host version. Always safe to call first.

premiere_launchA

Start Adobe Premiere Pro. Optionally open a project by absolute .prproj path. Optionally wait until the bridge panel becomes reachable (the panel must be set to auto-open, or opened once manually).

premiere_quitA

Gracefully close Premiere by sending its window the close signal. Premiere will show its OWN save prompt if there are unsaved changes (this is intentional and safe). Requires confirm:true. Use force:true only to hard-kill (data loss).

premiere_restartA

Gracefully close Premiere, wait, then start it again (optionally reopening a project). Requires confirm:true. Premiere may show a save prompt during close.

premiere_get_app_infoA

Return Premiere's version/build, how many projects are open, whether a project and an active sequence exist, and the preference paths. Read-only.

premiere_get_project_infoA

Return metadata about the currently open project: name, file path, document ID, sequence count, root bin item count and the active sequence. Read-only.

premiere_get_preferencesA

Return Premiere's live preference/scratch paths from the running app via the bridge. For raw on-disk preference files use premiere_get_preference_files.

premiere_open_projectA

Open an existing .prproj project in Premiere. Dialogs are suppressed. The file must exist.

premiere_new_projectA

Create a new empty .prproj project at the given absolute path. If the file already exists it is gated behind confirm:true and backed up first. The path must be inside an allowed working root.

premiere_save_projectA

Save the currently open project to its existing file (in place).

premiere_save_project_asA

Save the open project to a new path. If the target exists it is gated behind confirm:true and backed up first. Path must be inside an allowed working root.

premiere_close_projectA

Close the current project. By default it saves first (save:true). Set save:false to discard - that DISCARDS unsaved changes and therefore requires confirm:true.

premiere_import_filesA

Import one or more media files (video/audio/image) into the open project, optionally into a named bin. All paths must exist. Warning dialogs are suppressed by default.

premiere_create_binA

Create a new bin (folder) in the project, optionally inside an existing parent bin.

premiere_list_project_itemsA

List the project's bins and clips (the Project panel tree), flattened with paths. Supports limit/offset paging and optional media paths. Read-only.

premiere_find_project_itemA

Find project items whose name contains the query (case-insensitive). Returns matches with their nodeId, type and tree path. Read-only.

premiere_remove_project_itemA

Delete a BIN from the project by nodeId. Irreversible -> requires confirm:true. (Individual clips cannot be deleted via the stable DOM; do that in the Premiere UI.) Get nodeIds from premiere_list_project_items.

premiere_list_sequence_presetsA

List available .sqpreset sequence presets on disk (HD 1080p, UHD, Broadcast, etc.), optionally filtered. Pass a 'path' to premiere_create_sequence for an exact, non-interactive setup. Read-only.

premiere_list_sequencesA

List all sequences in the open project with their IDs, track counts and frame size, and which one is active. Read-only.

premiere_get_active_sequenceA

Return details of the currently active sequence, or null if none is active. Read-only.

premiere_create_sequenceA

Create a new sequence. NOTE: In Premiere Pro 2025, scripting a sequence creation opens Premiere's modal 'New Sequence' dialog (a Premiere limitation) - if a presetPath is given it is offered there; a human confirms it on screen. If nobody confirms, this returns a 'modal dialog' message. Defaults to an HD 1080p 25fps preset. Use premiere_list_sequence_presets to pick another.

premiere_set_active_sequenceA

Open/activate a sequence by its sequenceID (from premiere_list_sequences).

premiere_get_sequence_tracksA

Return the video and audio tracks of a sequence (active one if no id given), with per-clip names and in/out/start/end times. Read-only. Set includeClips:false for a lighter summary.

premiere_add_markerB

Add a timeline marker to a sequence at a given time (seconds). Optional name, comment and type (comment|chapter|weblink|segmentation).

premiere_list_markersA

List all markers of a sequence (active one if no id given). Read-only.

premiere_new_sequenceA

Create a new sequence WITHOUT any dialog, using a .sqpreset (app.project.newSequence). This is the reliable, fully-automatic way to make a sequence. Defaults to HD 1080p 25fps; pass presetPath (from premiere_list_sequence_presets) for other formats (e.g. 9:16 vertical, 4K).

premiere_place_clipA

Place a media clip on a video track at a given time (seconds). Imports the file if needed. Optionally trim with inSeconds/outSeconds. mode 'overwrite' (default) stamps over; 'insert' ripples later clips right. The clip's own audio is routed automatically.

premiere_add_titleA

Add an animated title to the timeline by importing a Motion Graphics Template (.mogrt) and setting its text. Defaults to Premiere's built-in 'Basic Title'. Place on a video track above your footage. Optional durationSeconds.

premiere_add_audioA

Place an audio file (music, SFX, voiceover) on an audio track at a given time. Imports if needed. Optionally trim with inSeconds/outSeconds.

premiere_add_transitionA

Add a video transition (e.g. 'Cross Dissolve', 'Dip to Black', 'Film Dissolve') to a clip's cut, via the QE DOM. Experimental/unsupported but works on PPro 25. clipIndex is 0-based on the track.

premiere_add_effectB

Apply a video effect by name (e.g. 'Directional Blur', 'Warp Stabilizer', 'Gaussian Blur') to a clip, via the QE DOM. Experimental. clipIndex is 0-based on the track.

premiere_keyframeA

Animate a clip with keyframes for organic, cinematic motion: property scale|opacity|rotation|position. Each key has at (seconds from the clip start), value (number; for position an [x,y] array), and interp (linear|hold|bezier|ease - bezier/ease give smooth ease-in/out). e.g. a push-in: scale 100->112 over 0..duration with ease. VERIFIED scriptable. (Speed ramps / time-remap are NOT reliably scriptable - bake those into the Remotion render.)

premiere_add_overlayA

Place a media clip as an OVERLAY on a higher video track (default V2) with a blend mode (screen|add|overlay|multiply|soft light|...) and opacity - the cinematic way to add light leaks, dust, grain or letterbox elements. Combine with premiere_keyframe to fade the overlay in/out.

premiere_apply_lumetriA

Add a Lumetri Color effect to a clip (via QE) and report its parameters. NOTE: setting LUT/.cube and color params via script is version-fragile in Premiere; for a reliable cinematic grade (teal & orange etc.) bake it into the Remotion render instead. Use this to attach Lumetri so you can grade by hand, or pair with premiere_run_extendscript to set specific params.

premiere_list_export_presetsA

List available .epr export presets found on disk (H.264/HEVC/ProRes/AAC etc.), optionally filtered by a name query. Pass one of these 'path' values to premiere_export_sequence. Read-only.

premiere_export_sequenceA

Render/export a sequence to a media file using Premiere's built-in direct exporter (no Adobe Media Encoder needed). This BLOCKS until the render finishes. Provide an output path (in an allowed root) and a preset path from premiere_list_export_presets. Overwriting an existing output requires confirm:true.

premiere_build_videoA

Assemble a whole timeline in one shot from a JSON edit-spec: create a sequence, place video clips, add titles (MOGRT), add audio, apply transitions/effects - then optionally render it out. This is the main fully-automatic assembly tool. All asset paths must exist. Returns a per-step report with warnings for any step that failed (the rest still apply).

premiere_create_introA

Fully automatic cinematic logo/title intro. Creates a sequence, places an animated logo (defaults to the user's M.P logo), overlays a title (and optional subtitle) via MOGRT, adds music, and optionally renders it to a file. Best results come from a PRE-RENDERED animated logo with alpha/own background (Remotion/After Effects output) - Premiere composites + exports. Returns the build report.

premiere_create_brand_introA

THE flagship: produce a cinematic, broadcast-style brand intro fully automatically. Renders a neon Remotion visual (your M.P brand language) with your title/subtitle, synthesizes a timed sound-design bed (whoosh/impact/riser/sub/ambience), composites it in Premiere, and exports 16:9 and/or 9:16. Requires the Remotion project (a path WITHOUT '!') and the bridge panel. Overwriting outputs needs confirm:true.

premiere_detect_beatsA

Analyze an audio file (any format, via ffmpeg) and return the beat/onset times in seconds, their strength, and an estimated BPM. Use the returned times to cut clips, place keyframes or markers on the beat / bass drops. Read-only (no Premiere needed).

premiere_add_beat_markersA

Detect beats in an audio file and drop a timeline marker on each beat of the active (or given) sequence - so you can cut/edit precisely on the music. Returns how many markers were placed.

premiere_beat_cut_videoA

Automatically cut a set of footage clips to the beat of a music track. Detects beats, builds shots that switch exactly on the beat (every beatsPerCut beats), places trimmed segments on V1, lays the music on A1, and optionally renders it out. Provide a footage folder or explicit clip paths + a music file. Footage is conformed to a 1080p sequence (or 9:16 vertical).

premiere_list_recent_projectsA

List recently used / nearby Premiere projects from the registry (RecoveryOpenProjectInfos) and by scanning the default project folders. Works without Premiere running. Read-only.

premiere_get_logsA

Read Premiere's log/diagnostic files (Plugin Loading.log, Debug/Trace databases, logs folder). Returns the tail of each, or the full content of one file if 'file' is given. Read-only.

premiere_get_preference_filesA

List Premiere's on-disk preference/profile folders (APPDATA + Documents) and their files. Read-only.

premiere_inspect_project_fileA

Inspect a .prproj WITHOUT opening Premiere: decompress the gzipped XML and report file size, decompressed size, project metadata and approximate counts of sequences/media/clips. Read-only.

premiere_backup_projectA

Make a timestamped backup copy of a .prproj file (copied next to the original as .bak-). Safe, non-destructive.

premiere_list_autosavesA

List Premiere's automatic backup projects (the 'Adobe Premiere Pro Auto-Save' folders). Useful for recovery. Read-only.

premiere_screenshotA

Capture a PNG screenshot of Premiere's main window (or the full screen) so you can SEE the current UI state - useful when a tool reports an unexpected result or a dialog may be open. Returns the image inline plus the saved file path.

premiere_focus_windowA

Bring Premiere's main window to the foreground.

premiere_ui_describeA

List Premiere's top-level window titles and whether Premiere is the foreground app. A lightweight way to detect dialogs. Read-only.

premiere_send_shortcutA

ADVANCED FALLBACK: focus Premiere and send keystrokes (Windows SendKeys syntax, e.g. '^s' for Ctrl+S, '%{F4}' for Alt+F4). Use only when no dedicated tool exists. Premiere must be running.

premiere_get_capabilitiesA

Ask the in-app host which functions it exposes and report app version, project/sequence state. Good for verifying the bridge end-to-end. Read-only.

premiere_run_extendscriptA

ESCAPE HATCH: run an arbitrary ExtendScript (ES3) snippet inside Premiere and return its value as JSON. EXTREMELY powerful and can do destructive things, so it requires confirm:true to execute. Use dryRun:true (default) to preview the code first. Prefer the dedicated tools when one exists.

premiere_run_menu_commandA

EXPERIMENTAL: execute a Premiere menu command by numeric ID via the unsupported QE DOM. Can be unstable/crash-prone -> requires confirm:true. Many actions have dedicated tools; prefer those.

premiere_generate_reportA

Produce a single consolidated, read-only report of the current state: app info, project metadata, all sequences, the active sequence's tracks, and a sample of project items. Great as a first overview.

premiere_bridge_selftestA

Run a sequence of safe, read-only checks against the live bridge and report pass/fail per step. Use to verify the whole chain (MCP -> panel -> ExtendScript) is healthy.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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