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Premiere Pro MCP (PPMCP)

Control Adobe Premiere Pro from Claude, Cursor, or any MCP-compatible AI client — real timeline editing, not just project metadata.

Developer: CaYaDev · cayadev.com

Important

To install: go to Releases, download PPMCP-Setup-x.x.x.zip, extract it, then double-click Setup.bat. That single file runs the whole installer.

Language File
English README.md (this file)
Turkish README.tr.md
Spanish README.es.md
German README.de.md
French README.fr.md
Japanese README.ja.md
Chinese (Simplified) README.zh-CN.md

PremiereMCP Image

Install (start here)

Full step-by-step guide: INSTALL.md
(paths, UXP Developer Tool download, Claude / Claude Code / Cursor, Premiere panel)

Everyone (recommended): Setup ZIP from Releases

  1. Open GitHub Releases.
  2. Download PPMCP-Setup-x.x.x.zip.
  3. Extract the folder → double-click Setup.bat.
  4. The wizard shows install folder, version, and optional CEP Text Bridge.
  5. If PPMCP is already installed, Setup offers:
    • Update / reinstall to this version
    • Uninstall completely
  6. When finished, open the personalized guide (real full paths on your PC):
    • %APPDATA%\PPMCP\HOW-TO-USE.txt
    • %APPDATA%\PPMCP\HOW-TO-CONNECT.txt
    • %APPDATA%\PPMCP\mcp-config-snippet.json

Setup is pure PowerShell (built into Windows) — no third-party installer, commercial-safe.
The ZIP bundles portable Node.js — you do not need to install Node yourself.

You do need Adobe UXP Developer Tool once (free) to load the Premiere panel:

Maintainers: build the ZIP

npm run release:win

Needs only Node.js + npm. Output: dist-release/PPMCP-Setup-*.zip

Developers: install from this repo

git clone https://github.com/CaYatur/PremiereProMCP.git
cd PremiereProMCP
npm install
npm run build
npm run dev:bridge

Or (Node already installed): installer\Setup.bat or installer\install.bat

Load plugin/manifest.json in UXP Developer Tool. Point MCP at server/dist/index.js.
Details: INSTALL.md.


Connect your MCP client

PPMCP is a local stdio MCP server — a Node process on your own PC that your AI client talks to directly. It is not a hosted "remote MCP connector", so the "Add custom connector" → Remote MCP server URL flow you may see in Claude's Connectors settings does not apply here. Point your client at a local command instead.

After running Setup, your exact ready-to-paste paths are already generated in %APPDATA%\PPMCP\HOW-TO-CONNECT.txt and mcp-config-snippet.json. General form:

Claude Desktop — Setup writes this into claude_desktop_config.json for you automatically. To do it by hand, merge this into the "mcpServers" object:

{
  "mcpServers": {
    "premiere-pro": {
      "command": "C:\\Users\\You\\AppData\\Local\\PPMCP\\node\\node.exe",
      "args": ["C:\\Users\\You\\AppData\\Local\\PPMCP\\server\\dist\\index.js"]
    }
  }
}

Claude Code (CLI):

claude mcp add premiere-pro -- "C:\Users\You\AppData\Local\PPMCP\node\node.exe" "C:\Users\You\AppData\Local\PPMCP\server\dist\index.js"

Cursor — Settings → MCP → Add server (a local command, not a URL):

  • Command: the Node path above
  • Args: the server path above

Building from source instead of the Setup ZIP? Use node on your PATH and server/dist/index.js from the repo.


What is this?

PPMCP is a Model Context Protocol server that connects an AI agent to a live Adobe Premiere Pro session. The model can:

  • Create sequences and assemble media
  • Cut, overwrite, and trim clips
  • Place titles, shapes, and motion graphics
  • Mix audio (SFX, music beds) with safe gain defaults
  • Grade, transitions, quality pass, export, screenshots

UXP-first core editing. Optional CEP bridge only for editable MOGRT titles (PNG titles work without it).

MCP Client (Claude / Cursor / ...)
    <-> stdio
MCP Server (Node)
    <-> WebSocket :8265
Bridge / Relay
    <->
UXP Plugin (inside Premiere Pro)

Requirements

Requirement Notes
Windows Primary tested platform
Adobe Premiere Pro UXP-capable (e.g. 25 / 26+)
UXP Developer Tool Required to load the panel (download)
MCP client Claude Desktop, Cursor, Claude Code, etc.
Node.js 18+ Only if you install from source (EXE includes portable Node)

Optional: ffmpeg / ffprobe for media analysis scripts.


After install (quick checklist)

  1. Bridge running (Desktop PPMCP Bridge if needed)
  2. UXP Developer Tool → Add Plugin → ...\plugin\manifest.json → Load
  3. Premiere panel shows Active (footer: CaYaDev · cayadev.com)
  4. MCP client uses paths from %APPDATA%\PPMCP\mcp-config-snippet.json
  5. Call edit_bootstrap

Agent workflow: docs/AGENT_USAGE.md · skill/SKILL.md


Features

Timeline and media

  • Import media, create sequences, set active sequence by exact name
  • Place clips with overwrite; trim in/out
  • Markers; sequence screenshots for visual QA

Text and graphics

  • text_write (PNG always; editable MOGRT with optional CEP)
  • Shapes, colors, Motion keyframes (scale / position / rotation / opacity)

Audio

  • SFX and music beds; dB API (0 dB = unity)
  • Scoped gain (does not mass-overwrite the user’s mix)

Color, polish, export

  • quality_pass (batched for large timelines), transitions, export

Safety

Feature Why
Rate limits Protects Premiere from tool spam (RATE_LIMITED)
Checkpoints Snapshot / restore project before risky edits
Playbooks / edit_run Multi-step edits without thrash
Agent docs Shared rules for different AI models

Example use cases

Rough cuts · cinematic SFX · music-rhythm cuts · ad-style motion cards · QA before export


Tool status: what's actually tested

277 MCP tools across ~20 categories (project, sequence, track, clip, transitions, effects — including 52 one-shot dedicated effect/audio/transition shortcuts — color/Lumetri, audio, text/titles/shapes, markers/metadata, multicam, proxy/media, export, analysis, batch, selection/system, checkpoints, agent-orchestration/edit-pipeline, plus ~22 high-level workflow tools). Most of that surface maps to a real, documented method in Adobe's own @adobe/premierepro UXP API. Real end-to-end sessions have now exercised a much wider slice of it than the ~48s smoke sequence below; the issues surfaced so far are the ones flagged below (see "Still broken" and "Lower-confidence claims") — see docs/FEATURES.md for the full tool-by-tool verification tier (type-verified / live-verified / verified-composed / known-broken).

What holds up well under real, end-to-end testing (a real ~48s multi-track sequence built from scratch, video + 4 audio tracks, transitions, gain, keyframed fades, markers, title, screenshot, save): sequence/project creation, clip_overwrite, trim, roll/slip/slide, split, ripple delete, shape add + position + fill color, text_write's PNG fallback path, listing effects/transitions, gain/dB control, and project save/screenshot. clip_append is now confirmed working in a real session — it appends clips in the correct order (it previously failed with "Script action failed to execute"; the shared-retry fix held up live). sequence_set_in_out is confirmed working too (re-tested 2026-07-11) — it set the in/out points via "via": "sequence.createSetInPointAction + sequence.createSetOutPointAction", confirming the 1.0.1 root-cause fix (the factory is on the Sequence object, not SequenceEditor). Multi-step edits (roll/slip/slide and composite workflow tools) are committed through Premiere's Project.executeTransaction() — several primitive actions run as one atomic unit, so a failure partway through doesn't leave the timeline half-edited. That transaction design has been the most reliable part of the whole plugin.

clip_insert and marker_add are more reliable than earlier testing suggested. Both now retry ~10-15 internal variants (different track-index/limit-shift/marker-type combinations) inside the plugin before giving up — in the latest real session, clip_insert succeeded on every one of ~19 video/audio clips (via one of those retry variants), and marker_add added 7 markers with no reported error. This retry loop is also part of why individual calls can feel slow. We don't yet know for certain whether that marker_add run went through the native path or the virtual-marker fallback (both return the same success message) — treat marker_add as "probably fine, unconfirmed which path," not "known broken."

Fix applied, pending a live re-test (not yet re-confirmed):

Tool What was wrong What changed
app_get_version Always returned null — the code read version off the Application class, but per Adobe's ppro_reference version is an instance property (Promise<string>, 25.6+), so it never resolved Now reads the version from the UXP host object (require("uxp").host.version), the build-agnostic path every UXP app exposes; returns { version, host, uxpVersion }. Fixed in 1.0.2 (ppro.Application.version kept only as a cheap guard)
media_get_info / media_analyze_file_info Never returned duration, resolution, or frame rate Now opportunistically probes a few extra fields (getDuration, getFrameSize, width/height, getFrameRate), feature-detected — returns them if this Premiere build happens to expose any, undefined otherwise (no worse than before)

Still broken — confirmed Adobe platform limitation, not a plugin bug:

Tool Issue Use instead
track_add / track_add_video / track_add_audio The Premiere UXP API exposes no method to add an empty track — verified 2026-07-11 against Adobe's official reference: neither the Sequence class nor SequenceEditor has any addTrack/addVideoTrack/addAudioTrack/createAddTrackAction. This is missing from Premiere itself; no plugin-side code can add it Choose the track count when you create the sequence (sequence_create, or a sequence preset that already has enough tracks). There is no way to add tracks afterward — and the earlier "drop a clip at a higher track index to auto-create tracks" idea does not work here either: it was tested 2026-07-11 and failed with "[INTERNAL_ERROR] BE: An invalid track index was passed to the sequence"
sequence_create / sequence_create_from_media track count You get the preset's fixed track count (≈3 video + 3–4 audio) and — because of the track_add limitation above — can't add tracks afterward, by any means Plan the track count at creation (a preset with enough tracks). Inserting clips beyond the existing track count fails rather than growing the track list

Lower-confidence claims (from earlier static code analysis, not re-verified in this session): text_set_content (editing existing MOGRT text) and shape_set_size (exact pixel sizing) were previously found broken via code-level probes — see docs/FEATURES.md for the detail — but given clip_insert turned out to be more fixed than that same style of analysis suggested, treat these as "worth re-checking live," not gospel.

Also found and fixed: a fade/keyframe ordering footgun, not a bug. workflow_audio_fade/workflow_fade_clip calculate fade keyframes from the clip's current start/end at the moment you call them — correct in isolation, but if you trim the clip's length after adding fades, the old fade-out keyframe can end up past the new out-point and silently stop applying (fade-in still works, fade-out doesn't). Both tools' descriptions now explicitly warn the model to trim to final length first.

This section gets updated as real Premiere sessions surface more ground truth — static code analysis alone has already been wrong once here (clip_insert).


Architecture

Path Role
server/ MCP tools, rate limit, checkpoints
bridge/ WebSocket relay (:8265)
plugin/ UXP panel in Premiere
installer/ Windows PowerShell Setup (Setup.bat) + release packager
docs/ Architecture & agent usage
skill/ Compact AI skill

See docs/ARCHITECTURE.md and docs/FEATURES.md.


Rate limits (summary)

  • Soft gap between plugin calls ~100 ms
  • Min gap between MCP tools ~220 ms
  • High per-minute caps; too fast → RATE_LIMITED

Development

npm install
npm run build
npm run dev:bridge
npm run release:win    # build Setup ZIP (PowerShell wizard + portable Node)

License

MIT · CaYaDev · cayadev.com

Not affiliated with Adobe. Keep project backups / checkpoints.

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UXP-first MCP for Adobe Premiere Pro — AI timeline edits, audio & export via Claude/Cursor. Optional CEP bridge only for editable titles.

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