ae-mcp
# 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.
## Install
```bash
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:
```bash
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
```bash
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`). |
TDQS
Scored across 17 tools
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.
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.
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.
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.