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ae-mcp

An advanced MCP server for Adobe After Effects. It gives an assistant an editor's toolkit: read a project, create and rig layers, set keyframes with real speed curves, animate text, build vector shapes, apply effects and expressions, drive native menus — and see the result through snapshots returned right into the conversation.

Architecture

Assistant (MCP)
      │  stdio
┌─────▼──────────────────────────────┐
│  ae-mcp server (Node/TypeScript)   │   easing, SVG, presets, schemas
└─────┬──────────────────────────────┘
      │  1. HTTP 127.0.0.1:9782  (CEP transport, primary)
      │  2. watched JSON files    (ScriptUI transport, fallback)
┌─────▼──────────────────────────────┐
│  bridge inside After Effects       │   CEP panel or ScriptUI panel
└─────┬──────────────────────────────┘
      │  $.evalFile + AEMCP.runFile()
┌─────▼──────────────────────────────┐
│  ExtendScript kernel (AEMCP)       │   ~4,000 lines, 60+ commands
└────────────────────────────────────┘

Three principles:

  • Heavy lifting stays in Node. SVG conversion, easing math, animation presets — all prepared server-side; the ExtendScript kernel just executes.

  • Exchanges go through files. Requests and responses travel as JSON on disk, avoiding evalScript's escaping and size limits. HTTP only triggers the run.

  • Everything is atomic. Each request — even a batch of 50 operations — runs inside a single undo group: one Ctrl+Z reverts it all.

Bridge auth token

The CEP panel's HTTP server listens on 127.0.0.1 and triggers commands in After Effects (including ae_eval, which runs arbitrary ExtendScript). To stop a web page open in the browser while AE is running from driving the bridge via a plain fetch(), the panel generates a random token on first launch, stored in Documents/ae-mcp/bridge/token.txt and republished in bridge.json (token field). Every POST /run or POST /reload must carry the X-AE-MCP-Token header; without it the server returns 401. The MCP client (src/bridge/client.ts) reads the token from bridge.json and sends it automatically — no manual setup needed. The token persists as long as token.txt exists; delete it to force regeneration on the next panel launch.

The fallback file transport (req//res/) has no token: it relies on the OS permissions of the user's Documents folder, which already block access from another account.

Related MCP server: After Effects MCP Server

Install

npm install
npm run build
npm run install-bridge      # installs the CEP extension + ScriptUI panel + kernel

Then, in After Effects:

  • CEP transport (recommended) — restart After Effects. The bridge starts on its own, no window. Window > Extensions > AE MCP Bridge shows status, port, and log.

  • ScriptUI transport (no restart) — File > Scripts > Run Script File…, then pick Documents/ae-mcp/AE MCP Bridge.jsx. The panel starts polling immediately.

Register the server with your MCP client:

claude mcp add ae-mcp -- node "/path/to/ae-mcp/build/index.js"

npm run install-bridge also copies the panel into Scripts/ScriptUI Panels of any detected After Effects install, making it dockable. That copy lives under Program Files and needs admin rights; if it fails, nothing else is affected.

Tools

Tool

Role

ae_status

Bridge state, AE version, project, comps

ae_help

Docs: property paths, matchNames, easings, shapes, animators

ae_project

Inventory, import (images, video, PSD/AI as comp), folders, save

ae_comp

Create, read, adjust, duplicate, precompose, markers

ae_layer

Every layer type, every attribute, deep read

ae_property

Read/write any property by path; expressions

ae_keyframes

Keyframes with named curves, relative values, hold, offset

ae_text

Text content and formatting, text animators, fonts

ae_shape

Native vector trees, Bézier paths, SVG conversion

ae_effect

Find, apply, adjust, and animate effects

ae_mask

Rect/ellipse/Bézier masks, modes, feather

ae_animate

Ready-made animation presets, staggered sequencing

ae_rig

Controls, expression links, alignment, parenting, Essential Graphics

ae_render

Snapshot returned into the conversation, render queue

ae_ui

Native menu commands, playhead, selection

ae_run

Raw access to every kernel command, batched with references

ae_eval

Arbitrary ExtendScript (last resort)

What sets this apart

Real speed curves. ease: "expo.out" doesn't just apply Easy Ease — the Bézier curve is converted into per-dimension influence and speed, computed from the segment's average velocity, exactly like hand-tuning the Graph Editor.

Relative values. A slideIn uses mode: "offset": the animation builds on the layer's existing position instead of overwriting it. Same idea for scale with mode: "multiply".

SVG becomes real shapes. ae_shape action=svg converts path, rect, circle, ellipse, line, polyline, polygon, groups and their transforms into native, editable shape layers, with fills, strokes, dashes, and arcs approximated in Bézier.

A visual feedback loop. ae_render action=snapshot renders the comp and returns the image directly: the assistant compares its output to the reference and corrects, instead of working blind.

Atomic batches with references. A whole scene builds in one round trip, each step able to reuse the previous one's result via {{0.index}} or {{prev.id}}.

Development

npm run build          # kernel + TypeScript
npm run build:kernel   # kernel only (also checks its syntax)
node scripts/ae.mjs status                       # bridge status
node scripts/ae.mjs layer.list '{"comp":"My Comp"}'
node scripts/selftest.mjs                        # full validation against AE
node scripts/selftest.mjs --keep --only=shape    # subset, keeps the comp

The kernel is split into modules under host/kernel/ and concatenated into host/aemcp-kernel.jsx by scripts/build-kernel.mjs. It must stay ES3-compatible: no let/const, no Array.prototype.map, no native JSON (a polyfill is provided in the prelude).

Folder

Contents

src/

MCP server: tools, transport, easing, SVG, presets

host/kernel/

ExtendScript kernel source

cep/

CEP extension (HTTP panel)

scriptui/

ScriptUI panel (fallback bridge)

scripts/

Build, install, diagnostic CLI, tests

Troubleshooting

Symptom

Likely cause

No After Effects bridge detected

Panel isn't open, or AE is closed.

CEP panel missing from the menu

PlayerDebugMode not set (rerun install-bridge) or AE wasn't restarted.

Kernel not found

npm run install-bridge wasn't rerun after a kernel change.

File writes refused

Preferences > Scripts & Expressions > Allow Scripts to Write Files.

Effect name not found

AE's UI isn't in English: use matchName instead (ae_effect action=list).

Available Tools

17 tools
ae_animateAnimations pretes a l'emploi et sequencageA

Applique des animations completes en une commande (apparitions, sorties, effets de titre) et etale des calques dans le temps. Les valeurs sont relatives a l'etat actuel du calque : un slideIn ne detruit pas la position existante. action=list detaille les presets et leurs parametres.

Inputs: action (required), to, cps, comp, +25 more.

ae_compCompositionsB

Creer, lire, modifier, dupliquer, precomposer et ouvrir des compositions ; poser des marqueurs de compo ; deplacer la tete de lecture. Pour lire le contenu detaille d'une compo, utilisez deep:true (attention au volume).

Inputs: action (required), comp, deep, keys, +26 more.

ae_effectEffetsA

Chercher, appliquer, regler et retirer des effets. action=list sert a retrouver le matchName exact d'un effet (indispensable si l'interface d'AE n'est pas en anglais). Les parametres se donnent par nom affiche ou par matchName.

Inputs: action (required), comp, name, layer, +9 more.

ae_evalExtendScript brut (dernier recours)A

Execute du code ExtendScript arbitraire dans After Effects, dans un groupe d'annulation. A utiliser uniquement quand aucun autre outil ne couvre le besoin. Le code a acces a 'app', et aux utilitaires du kernel via AEMCP (AEMCP.r.comp, AEMCP.read.layer, ...). La derniere expression evaluee est renvoyee ; renvoyez des donnees JSON-serialisables.

Inputs: code (required), timeoutMs, undoGroup.

ae_helpDocumentation du serveur AEB

Reference interne : liste des commandes kernel, chemins de proprietes, matchNames utiles, courbes d'easing, recettes d'expressions, types d'items vectoriels, animateurs de texte.

Inputs: topic, search.

ae_keyframesKeyframes et courbes d'animationA

Poser, lire, supprimer et decaler des keyframes avec de vraies courbes de vitesse. Le champ 'ease' d'un keyframe decrit la courbe du segment qui le suit ('expo.out', 'back.out', 'quad.inOut', 'linear', 'hold', 'easyEase', 'cubic-bezier(...)'). Les influences et vitesses After Effects sont calculees automatiquement, comme un reglage manuel de l'editeur de graphe.

Inputs: action (required), comp, ease, keys, +8 more.

ae_layerCalquesC

Creer, lister, lire et modifier des calques. Types : text, boxText, shape, solid, null, adjustment, camera, light, footage/precomp. action=list est leger (a privilegier pour explorer), action=get deep:true renvoie tout le detail.

Inputs: action (required), shy, comp, deep, +60 more.

ae_maskMasquesB

Creer et regler des masques : rectangle, ellipse ou trace Bezier libre, avec mode, contour progressif, expansion et opacite. Le trace d'un masque s'anime ensuite via ae_keyframes sur 'masks/Mask 1/Mask Path'.

Inputs: action (required), comp, mask, mode, +16 more.

ae_projectProjet After EffectsB

Lecture et gestion du projet : inventaire des items, import de fichiers (images, videos, PSD/AI en compo), dossiers, enregistrement, suppression, reglages projet.

Inputs: action (required), name, path, type, +9 more.

ae_propertyProprietes et expressionsC

Lire et ecrire n'importe quelle propriete d'un calque via son chemin, y compris les parametres d'effets, les contenus vectoriels et les masques. Gere aussi les expressions (code brut ou recette parametree) et l'exploration de l'arbre de proprietes.

Inputs: action (required), comp, keys, only, +11 more.

ae_renderRendu : capture d'image et file d'attenteA

action=snapshot rend une image de la composition a un instant donne et la renvoie directement dans la conversation : c'est la boucle de verification visuelle. Une image coute cher en contexte et y reste pour toute la suite de la conversation : faites une verification apres un bloc d'operations, pas apres chaque keyframe, et gardez maxDimension bas (defaut 700) sauf pour inspecter un detail (typo, bord de masque). action=queue / start pilotent la file de rendu d'After Effects.

Inputs: action (required), comp, save, time, +11 more.

ae_rigRigging : controles, liens, alignement, parentageC

Construit des rigs comme un monteur : nul de controle avec sliders/couleurs/cases a cocher, liens par expression entre proprietes (pickwhip), alignement et distribution de calques, parentage. action=essential expose une propriete dans le panneau Graphismes essentiels.

Inputs: action (required), comp, name, path, +19 more.

ae_runExecuter des commandes kernel (brut / lot)A

Acces direct a toutes les commandes du kernel, en une fois ou en lot atomique (un seul undo). C'est l'outil le plus puissant : il couvre tout ce que les autres outils font, plus les cas non prevus. Utilisez ae_help({topic:'commands'}) pour la liste des commandes et leurs arguments.

Un lot peut referencer les resultats des etapes precedentes avec la syntaxe {{index.chemin}} : [{command:"layer.create",args:{...}},{command:"prop.set",args:{layer:"{{0.index}}",path:"opacity",value:50}}]. '{{prev.xxx}}' cible l'etape precedente.

Inputs: args, batch, command, timeoutMs, +2 more.

ae_shapeFormes vectorielles et SVGA

Construire des calques de forme natifs (groupes, chemins, fills, strokes, trim paths, repeater...), modifier un trace Bezier, ou convertir un SVG en formes AE editables. action=svg est la bonne porte d'entree pour recreer un design vectoriel : elle produit de vrais chemins, pas une image importee. Voir ae_help topic='shapes' pour la syntaxe des items.

Inputs: action (required), comp, ease, file, +25 more.

ae_statusEtat du pont After EffectsA

Verifie la connexion a After Effects et renvoie la version, le projet ouvert, la composition active et la liste des compositions. A appeler en premier en cas de doute sur la connexion.

Inputs: no named parameters.

ae_textTexte et animateurs de texteB

Modifier le contenu et la mise en forme d'un calque texte, animer le texte source, et creer des animateurs de texte complets (proprietes + selecteur de plage) : c'est l'outil des titrages et des typographies animees. action=fonts liste les polices installees.

Inputs: action (required), comp, ease, keys, +7 more.

ae_uiInterface native After EffectsA

Pilote l'application comme un utilisateur : execution de n'importe quelle commande de menu (par nom en anglais ou en francais, ou par identifiant), deplacement de la tete de lecture, selection de calques, ouverture d'une composition. Utile pour les operations sans equivalent scripte : 'Create Shapes from Text', 'Convert Audio to Keyframes', 'Center Anchor Point in Layer Content', 'Track Camera'...

Inputs: action (required), id, comp, time, +4 more.

Tool Schema Changelog

Recent tool additions, removals, and schema changes observed during successful MCP inspections.

Loading tool schema changelog…

    TDQS

    A3.5/5.0

    Scored across 17 tools

    Disambiguation3/5

    Most tools map to distinct After Effects domains (project, comp, layer, property, keyframes, text, shape, mask, effect, rig, render), so an agent can usually tell them apart. However, ae_run explicitly covers everything the other tools do, and ae_property overlaps with ae_effect, ae_shape, and ae_mask for property-level manipulation. The descriptions help by positioning ae_run as low-level kernel access and ae_eval/ae_ui as fallbacks, but the boundaries are not always crystal clear.

    Naming Consistency4/5

    All tool names share a consistent ae_ prefix and lowercase snake_case style, which gives the set a strong visual and structural identity. The pattern is not uniformly verb_noun—most names are resource nouns like ae_comp or ae_layer, while a few are action verbs like ae_run or ae_render—but this deviation is minor and the naming remains readable and predictable.

    Tool Count4/5

    At 17 tools, the server sits slightly above the ideal 3-15 range, but After Effects automation genuinely requires coverage across project, composition, layer, properties, keyframes, effects, rendering, and UI control. Each tool covers a substantial functional area, so the count feels justified rather than padded.

    Completeness5/5

    The tool surface is remarkably complete: it covers project/comp/layer lifecycle, property and expression editing, keyframes and animation presets, text/shape/mask/effect manipulation, rigging, rendering, and even arbitrary menu/script fallbacks. ae_run, ae_ui, and ae_eval seal any remaining gaps, leaving no obvious dead ends for AE automation workflows.

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