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Driving EffectCraft from agents

Everything in EffectCraft is an engine command with a stable id and JSON params. Menus, shortcuts, panel gestures, the CLI, the control channel and MCP all go through the same commands, so anything a user can do, an agent can do too. There are three ways in:

Interface Best for Needs a window
MCP (effectcraft-cli mcp) Claude Code and other MCP clients no (headless), or yes with --bridge
CLI (effectcraft-cli exec/get/set/...) one-shot scripting and CI; JSON output with --json no
Control channel (effectcraft --control 9877) driving and seeing the live UI; see control-protocol.md yes

Find the presets folder

The native Effects & Presets panel's options menu includes Copy Presets Folder Path. It copies the folder the panel scans: EC_PRESETS_DIR when set, otherwise ~/Documents/EffectCraft/Presets using HOME or USERPROFILE. Relative paths are resolved to an absolute path. The folder may not exist yet; this action does not create it. Over the live UI control channel, ui.menu.invoke {"id":"effects.copyPresetsFolderPath"} copies the same path and returns {path}. The web app reports that it has no local presets folder.

MCP setup

Build once with cargo build --release -p effectcraft-cli, then register the server. For Claude Code, add a .mcp.json at the project root:

{
  "mcpServers": {
    "effectcraft": {
      "command": "/path/to/effectcraft/target/release/effectcraft-cli",
      "args": ["mcp"]
    }
  }
}

This repository ships a ready-made .mcp.json: effectcraft (headless, demo project loaded) and effectcraft-app (bridged to a desktop app started with --control 9877). Both run through cargo run --release, so the first start compiles; run cargo build --release -p effectcraft-cli once beforehand to avoid an MCP startup timeout.

You can also register it from the command line: claude mcp add effectcraft -- /path/to/target/release/effectcraft-cli mcp. Other clients (Claude Desktop, Cursor and the like) take the same command and args.

  • Headless (["mcp"]): an in-process session with no window. Add "--demo" or "--project", "file.ecproj" to start with content. Startup is instant. It renders on the CPU unless you add "--gpu" (["mcp", "--gpu"]), which attaches the GPU compositor on a device of its own; if no adapter is usable the server says why and exits. get_project's renderer (render.backend) reports active (gpu / cpu) and, on the CPU, why.
  • Bridge (["mcp", "--bridge", "9877"]): drives a running effectcraft --control 9877, so you see every change live. Bridge mode adds screenshot and the ui_* tools.

From an installed release

The release packages ship effectcraft-cli alongside the desktop app, so no build is needed:

Install CLI
Windows (MSI) C:\Program Files\EffectCraft\effectcraft-cli.exe by default (wherever you installed it otherwise), not on PATH
Linux (deb, rpm) /usr/bin/effectcraft-cli
macOS the separate effectcraft-cli-<version>-macos-<arch>.zip release asset (the .app holds only the desktop app)
# Windows, default install folder
claude mcp add effectcraft -- "C:\Program Files\EffectCraft\effectcraft-cli.exe" mcp
# Linux, or macOS with the CLI unzipped onto PATH
claude mcp add effectcraft -- effectcraft-cli mcp

The server speaks JSON-RPC 2.0 over stdio, one message per line, and supports MCP protocol versions 2025-06-18, 2025-03-26 and 2024-11-05 (initialize, ping, tools/list, tools/call).

Keeping headless work across restarts

Start effectcraft-cli mcp --autosave (MCP args ["mcp", "--autosave"]) to preserve unsaved headless work. Each tool call that changes a dirty project writes a checkpoint before its reply is sent, so even killing the server after that reply leaves the work on disk. EOF and transport errors also flush outstanding changes. Queries do not rotate the saved versions. A failed checkpoint adds a warning to the tool reply; the edit remains in memory and the next call retries. Use save_project {path} to a writable location before disconnecting if warned.

Each server has its own folder under <config directory>/EffectCraft Auto-Save/MCP/ (or <custom Auto-Save folder>/MCP/). The maximum-version setting applies within that folder. --autosave enables these checkpoints regardless of the desktop's Auto-Save toggle and interval; it reads settings without writing desktop preferences, shortcuts or crash-recovery state. EFFECTCRAFT_CONFIG_DIR overrides the platform config directory. Session folders are retained for recovery; remove old folders once their work is saved elsewhere.

initialize instructions and _meta.effectcraftAutoSave list the current folder and up to five previous dirty sessions; get_project.autosave also reports the latest checkpoint and errors. Recover explicitly with open_project {"path":"<checkpoint .ecproj>"}, then save_project {"path":"Recovered.ecproj"}. Prior sessions may still be running and are never opened automatically. Replacing a dirty project with open_project or file.newProject discards it intentionally; save it first. The metadata describes the current project in each session.

Without --autosave, headless work is in memory until explicitly saved. The flag is headless only; a bridged desktop app owns its auto-saves. An edit interrupted before its reply is received may be absent from the last checkpoint.

See MCP conventions for core tools, resources, strict arguments, and render progress/cancellation.

Tools

Tool What it does
list_commands {filter?, enabled_only?, schemas?} Discover command ids, their param docs (and, with schemas, a JSON Schema each), and whether each can run now.
describe_command {command | id} One command in full: label, menu, shortcut, params doc, JSON schema, enabled / why.
execute_command {command | id, params?} Run any command (undoable). Unknown parameter keys are rejected with the accepted list.
get_state Editor state (active comp, time, selections, tool) plus app: version, command and effect counts, export formats, parity summary.
run_script {code, name?} Run JavaScript with the After Effects-style scripting object model (app.project, comp.layers.addText(…), layer.property("ADBE Transform Group").property("ADBE Position").setValueAtTime(…)…). Returns {ok, result, output, error: {message, line, column}}; edits are undoable.
get_project / get_comp {comp?} Project items, comp settings and layers.
get_layer {layer, comp?, time?, depth?, flat?} A layer's property tree (depth limits how many group levels expand). Every node has a path.
get_property {layer, path, comp?, time?} A leaf property's value at a time, keyframes and expression. Group paths (for example geometryOptions) contain children: inspect them with get_layer, then query a leaf such as geometryOptions/extrusionDepth.
set_property {layer, path, value?, time?, timeBase?, expression?, comp?} Sets a static value. With time it sets a keyframe (timeBase: "comp" for comp seconds); with expression it sets an expression.
add_keyframe {layer, path, time+value | keys:[...], timeBase?, interpolation?, comp?} Adds keys (layer seconds, or comp seconds with timeBase: "comp"), then optionally applies linear/bezier/hold/easyEase.
list_effects {filter?} Effect ids, names, categories, GPU / 32-bpc support and parameters.
list_fonts {query?, variable?, rescan?} Font families text layers can use, bundled and installed, with their styles, origin, whether each is a variable font and own-language name; variable lists only variable fonts; rescan picks up fonts installed since launch.
add_effect {layer, effect, values?, comp?} Apply an effect and set its parameters in one call and one undo step (a failing value leaves nothing applied); returns the instance path (effects/#n) and its parameter paths.
render_frame {comp?, time?, max_side?, path?, inline?, transparent?} Returns a PNG image of a frame; transparent: true keeps the alpha (as an RGB + Alpha render writes it) instead of compositing over the comp background.
open_project {path | demo | new} / save_project {path?} Open and save files.
undo {steps?} / redo {steps?} History.
history {goto?} The branching undo history (History panel): every state with its index, id, label, branch depth and whether it's current; goto (an index or id) jumps to any state, on any branch, without losing the others.
script_ui {action?, window?, widget?, value?, result?} Drive ScriptUI windows that scripts opened: list (default) the open windows, get a window's control tree, click a button / checkbox / radio button, set text, a slider or a list item, close a window (result: what a dialog's show() returns, default 2 = Cancel).
batch {steps: [{command, params}], label?, atomic?} Several commands in one call and one undo step (engine.batch); "$N.key" in a param is step N's result ("$1.layer"). A failing step rolls the batch back and names the step.
(bridge) screenshot {panel?, id?, max_side?, path?}, ui_inspect, ui_elements {prefix?}, ui_click, ui_drag, ui_key, ui_type, ui_set, control {method, params} Look at and operate the live window.
command_list List commands (same arguments as list_commands).
command_run {id, params?} Run a command.
command_batch {steps, stop_on_error?} Run commands in order with per-step results; each edit has its own undo step.
doc_inspect Project overview and active composition.
render_preview Render a PNG without writing a file (comp, time, max_side, transparent).

Layers are referenced by id (from get_comp), "#n" (1-based index from the top) or name. Comps are referenced by id or name, and default to the active comp. An id may also be sent as a string ("98"): an all-digit string that matches no name is taken as the id. Property paths come from get_layer, for example transform/position, transform/opacity, effects/#1/blurriness or @57 (by uid). Times are in seconds. Keyframe times are layer time, which equals comp time unless the layer is offset or stretched.

Use MCP execute_command for engine commands prop.set, prop.addKey, keys.set and keys.select with timeBase: "layer" | "comp"; omitted means layer. The convenience tools set_property and add_keyframe take the same timeBase (layer time when omitted). The input base applies to both keys.set.time and newTime, and to every keys.select.keys[].time. Omitted prop.set or prop.addKey times use the target comp's CTI. Supplied write times snap to its nearest comp frame before conversion to stored layer time, including stretched or reversed layers; existing keys.set neighbor constraints and roving adjustment still apply.

Explicit bases add timing metadata to mutation replies; keys.select reports timing in keys[] for the resulting selection. Returned key time and layerTime are layer seconds; compTime is comp seconds. Omitted-base prop.set, prop.addKey and keys.select retain their existing JSON value/count replies even outside the active range. Timing metadata carries outside-range warnings; the existing objects from keys.set and prop.get.keys[] also report both bases and warnings. prop.get.time is comp seconds. Separated Position prop.set retains per-axis replies; for these commands, path or prop identifies a property, not a group.

Set offsets with layer.timing {layer, start: 10.5}; in, out and delta also use comp seconds; inDelta / outDelta trim each layer from its own in/out point. For an unstretched layer starting at 10.5 s in a 30 fps comp, prop.addKey {layer: "A", path: "transform/opacity", time: 15.3, timeBase: "comp", value: 0} writes a key at comp 15.3 s (layer 4.8 s), matching prop.get {layer: "A", path: "transform/opacity", time: 15.3}.

Command params are checked against each command's params doc. An unknown key, such as layer.select {"index": 2}, returns an error that lists the accepted keys (here layers, add, toggle) instead of being ignored.

A typical session

  1. execute_command {"command":"comp.new","params":{"name":"Intro","width":1920,"height":1080,"frameRate":30,"duration":4}}
  2. execute_command {"command":"layer.newText","params":{"text":"Hello","size":160,"fill":"#ffffff"}} returns {"layer": 2}.
  3. add_keyframe {"layer":2,"path":"transform/position","keys":[{"time":0,"value":[-300,540]},{"time":1.5,"value":[960,540]}],"interpolation":"easyEase"}
  4. execute_command {"command":"effect.apply","params":{"layer":2,"effect":"Gaussian Blur"}}, then set_property {"layer":2,"path":"effects/#1/blurriness","value":8}
  5. render_frame {"time":1.0} lets you look at the result, and save_project {"path":"intro.ecproj"} saves it.

Cookbook

Short recipes; every step is one tool call.

Goal Calls
Orient yourself get_state → get_project → get_comp {}
Find the right command list_commands {"filter":"mask"} → describe_command {"command":"mask.new"} (params + JSON Schema)
Title card execute_command comp.new {...} → execute_command layer.newText {"text":"Hi","size":120} → render_frame {"time":0}
Animate add_keyframe {"layer":2,"path":"transform/scale","keys":[{"time":0,"value":[0,0]},{"time":0.5,"value":[100,100]}],"interpolation":"easyEase"}
Effect with settings list_effects {"filter":"glow"} → add_effect {"layer":2,"effect":"Glow","values":{"threshold":40,"radius":30}} → set_property {"layer":2,"path":"effects/#1/intensity","value":2}
Key a green screen add_effect {"layer":2,"effect":"Keylight (1.2)"} → execute_command effect.pickColor {"layer":2,"effect":1,"param":"screenColour","x":20,"y":20,"average":true} (a screen pixel, layer space; samples the effect's input) → set_property {"layer":2,"path":"effects/#1/screenMatte/clipBlack","value":10} → render_frame {"transparent":true}
Drive with an expression set_property {"layer":2,"path":"transform/rotation","expression":"time*90"}
Inspect a layer get_layer {"layer":2,"flat":true} (every property with its path, value, key count)
Check the result render_frame {"time":1.5,"max_side":640}; in bridge mode screenshot {"panel":"Timeline"}
Undo a mistake undo {}, or history {} then history {"goto": n}
Missing media after opening execute_command footage.check {"wait":true} → {checked, missing, probed}; then file.findMissing {"what":"footage"}
Save save_project {"path":"out.ecproj"}

The desktop app checks footage in the background after every open (a "Checking footage" job in the Progress panel, jobs.list); headless sessions run footage.check when they want it.

Pitfalls

Things that tripped up a long agent-driven session (a multi-scene 3D piece built entirely over MCP).

  • Layer time vs comp time. add_keyframe and set_property with time take layer time; get_property and render_frame take comp time. Those tools and the engine keyframe commands default to layer time; pass timeBase: "comp" to supply comp seconds on offset or stretched layers. run_script's setValueAtTime and keyTime also use comp time. Without an explicit engine time base, subtract the layer's start time before keying an unstretched layer (#257).
  • Moving a layer in time. execute_command layer.timing {"layers":["Scene 2"],"start":5.1} sets the start time in comp seconds and moves the in and out points with it.
  • Loops in scripts. run_script can call any engine command with app.run(id, params), for example app.run("layer.new3dPrimitive", {kind: "cube", position: [x, y, z]}) inside a loop. A script that throws keeps the edits it already made: wrap it in app.beginUndoGroup() / app.endUndoGroup() so one undo {} removes them all. (batch rolls back on its own.)
  • Save early in headless mode. Without --autosave the headless server keeps the project in memory only, so a server restart loses unsaved work: start it with mcp --autosave (see above) or call save_project {"path": …} after each milestone.
  • Environment light. layer.newLight also accepts "kind":"Environment": an equirectangular image that metallic surfaces reflect. Set its lightOptions/source to a footage, comp or solid layer by layer id; with no source it uses the comp's Environment Layer (layer.environment) (#261).

Cookbook (from end-to-end QA)

The scenarios in crates/automation/tests/qa/ and apps/effectcraft-cli/tests/qa_template.rs build real projects through these interfaces; they are worked examples of everything below.

  • Name things when you create them: layer.newText, layer.newShape, layer.newSolid, layer.newNull, layer.newCamera and layer.newLight take name, so later calls can say "layer": "Title". A reference that matches no layer is an error, never a silent no-op.
  • Nested comps: comp.settings {preserveFrameRate, preserveResolution} (Composition Settings ▸ Advanced); comp.info / get_comp report both. A precomp layer shows nothing outside its nested comp's span.
  • Viewer Resolution belongs to each comp and is saved with the project, as in After Effects: view.res.full|half|third|quarter|auto {comp?} or view.res.custom {factor: 1..40, comp?} (headless too; no undo step, the project becomes modified). comp.info reports resolution and resolutionFactor (null for Auto).
  • Several footage items at once: file.newCompFromSelection {single, dimensionsFrom, duration, sequence, overlap, overlapDuration, transition, addToRenderQueue} is one undo step (select the items first: project.select).
  • Where an item is used: project.usedIn {item?} → {item, count, comps: [{id, name, layers}]} counts the layers, in every comp, whose source the item is (direct uses only, as the Project panel's "Name ▾, used 3 times" header; its ▾ lists the comps and opens the one picked).
  • Locked layers are left alone: edit.clear, layer.arrange, layer.transform and layer.centerAnchor skip them and fail when every target is locked ("… is locked"); Select All and layer.selectNext / selectPrevious step over them. Unlock with layer.setSwitch {"layers": [...], "switch": "lock", "value": false} or layer.unlockAll.
  • Solid Settings: layer.settings {layer, name?, color?, width?, height?, pixelAspect?, affectAll?} edits a solid or adjustment layer's solid (and renames the layer and the solid). A solid shared by several layers (duplicates share theirs) changes for all of them unless affectAll: false, which gives this layer its own copy; the reply names it ({layer, solid}). Cameras and lights take their own settings through the same command.
  • Use the paths replies give you: effect.apply returns {effects: [uid], paths: ["effects/#2"]}; layer.addShapeItem {kind, group?: uid|path} returns {uid, path} (e.g. contents/group/contents/gfill), ready for set_property. @uid works as a whole path.
  • One call, one undo step: batch {"steps":[{"command":"layer.newShape","params":{"kind":"ellipse","name":"Ring"}},{"command":"layer.addShapeItem","params":{"layer":"$1.layer","kind":"trim"}},{"command":"prop.addKey","params":{"layer":"$1.layer","path":"transform/opacity","time":0,"value":0}}]} (a string param that is exactly "$N" or "$N.key" is replaced; $2.path is the trim's path).
  • Expressions: set_property/get_property replies carry evaluated (what renders) next to value (the keyframed value) and expressionError when the expression fails. An expression with a syntax error is kept but disabled, so it renders value and reports the syntax error.
  • Keyframes like a person: keys.select {keys, toggle: true} (Shift+click), keys.selectEqual / selectPrevious / selectFollowing, keys.move {delta, merge} (steps sharing a merge key are one drag: each applies to the keys as they were before it, so a key passed over survives) and keys.transform {…, merge, fromStart: true} (values are the whole transform since the drag started). Quick Offset (Ctrl/Cmd+Alt drag in the Timeline): layer.quickOffset {delta, layers?} and keys.quickOffset {delta} stagger the selected layers, or each layer's selected keys together, in selection order: the first stays, the last moves by delta (comp seconds) and the ones between by equal steps, onto subframes; merge + fromStart: true make delta the whole drag. Keys of locked layers can't be selected. Copy / paste: keys.copy, then keys.paste at the current time (keys copied from several layers go to as many selected layers in order). Whole effects: effect.copy, then effect.paste {layers} places the earliest copied effect key at the destination comp's current time, preserving the offsets between all copied effects and parameters, including on offset or time-stretched layers. time.nextKey / time.previousKey / keys.selectAll take visible: [{layer, prop}] to act only on those properties (the Timeline passes its revealed ones, as J / K and Ctrl+Alt+A do).
  • Easing with Keyframe Velocity: select keys by path, keys.select {"keys":[{"layer":"Ring","path":"contents/trim/end","time":0}]}, then keys.velocity {"outSpeed":0,"outInfluence":33.33}.
  • Gradients: set_property {"path":"contents/gfill/colors","value":["#0080ff","#ffff00"]} or {"colors":[[0,"#0080ff"],[1,[1,1,0]]],"opacities":[[0,1],[1,0.5]]}.
  • Image sequences: file.import {"paths":["/r/shot_0001.png"]} imports the file's whole numbered run as one item (several picked frames: that range; a folder: each run in it; "sequence": false: one still; dropped files, "drag": true, import as stills unless "sequence": true, as in After Effects; "alphabetical": true: Force Alphabetical Order, the files play one after another) at frameRate or 30 fps (Settings ▸ Import). Missing frames show colour bars, as in After Effects. file.interpretFootage {"items":[id], "frameRate":12, "startTimecode":1001} conforms them and sets Override Start (the item and layers that ran to its end get the new length). See footage.md.
  • Colour of footage: file.interpretFootage {"items":[id], "preserveRgb":true} is Interpret Footage ▸ Preserve RGB: the file's values unconverted (float EXRs stay linear), for a per-layer OCIO conversion or data passes.
  • OCIO effects: with Configuration ▸ Custom, configFile is a .ocio path or the config's text; effect.warning {layer, effect} says what Effect Controls warns about (a config it can't read, a colour space it lacks, transforms that pass colours through) or null.
  • Multi-layer OpenEXR: the footage shows the beauty pass (an unnamed RGBA layer, else Combined / Beauty / Image / RGBA…, never Cryptomatte or depth). layer.channels {layer} lists a footage layer's EXR layers and channels ({"layers":[{"name":"diffuse","rgba":["diffuse.R","diffuse.G","diffuse.B",""]}]}); EXtractoR shows them when its red / green / blue / alpha are set to those names (prop.set {"path":"effects/#1/red","value":"depth.Z"}). Effect Controls offers them as popups.
  • Masks: layer.addMask {layer, shape: rect|ellipse, rect} first, then layer.mask.set {field: feather|expansion|opacity, value}.
  • Renders: renderQueue.add {comp, format: h264|prores|webm|png…, channels: rgba, proresProfile: 4444, output} then renderQueue.render {"wait": true}. Check a render by importing it (file.import, file.newCompFromSelection) and render_frame {transparent: true} for its alpha (ProRes 4444 and WebM VP9 alpha both read back as straight alpha).
  • Essential Graphics: controls can be addressed by name (essential.set {"layer":"#1", "control":"Title","value":"John Smith"}); a command that targets an explicit comp runs even when the active comp would disable it (essential.exportTemplate {"comp":"Lower Third", …}). The CLI also renders an exported template directly: effectcraft-cli render --template lt.ectemplate --values values.json --out 'title_[#####].png'. values.json is an object such as {"Title":"John Smith","Bar Color":"#00c080","Bar Opacity":50}; names follow essential.set, including its case-insensitive matching. Values override one imported instance; the template file and its source controls keep their defaults. Omit --values to render those defaults, or use the same options with render-frame for a PNG. Values must fit in 1 MiB. Invalid JSON, unknown controls and invalid values fail before rendering. Template mode cannot be combined with --project, --demo, --bridge, --queue or --comp.
  • History: Levels of Undo defaults to 32 (prefs.set {"key":"general.undoLevels","value":99}); history lists branches and history {"goto": id} jumps between them. A command that changes nothing (a value set to what it already is) records no undo step. get_state reports dirty (unsaved changes); it follows undo, so undoing back to the saved state clears it.
  • Unsaved changes: commands run through MCP / engine.execute never ask to save. In the desktop app, ui.menu.invoke of a command that closes a modified project (file.open, file.newProject, file.closeProject, file.revert…) and the window's close button show the Save / Don't Save / Cancel prompt (ui_click on dialog.unsaved.save / dontSave / cancel; dialog.unsaved.revert for Revert); the control channel's app.quit {"force": true} skips it.

Effect positions

Effect points, Puppet pins (puppet.addPin, puppet.recordPin), Paint, Liquify and Roto Brush strokes and effect.pickColor are in effect space: layer pixels from the top-left of the layer's effect bounds. For footage, solids and precomps that is the layer's own pixel grid. Shape and text layers have comp-sized bounds centred on their content's origin, so in a w × h comp the point [w / 2, h / 2] is that origin (a new effect's default point). prop.get / prop.set read and write these values as they are.

Motion tracking

Trackers live on the tracked layer (Motion Trackers ▸ Tracker n ▸ Track Point n) and are driven with track.* commands. track.analyze runs in the background in the app (poll track.status); pass "wait": true to block until it finishes, which is what the CLI and headless MCP want.

  1. execute_command {"command":"track.motion","params":{"layer":"clip.mov"}} creates a Transform tracker (Motion Target: the layer above). Use track.stabilize for Stabilize, or track.new with kind transform|stabilize|affine|perspective|raw and rotation/scale.
  2. execute_command {"command":"track.setPoint","params":{"point":1,"center":[812,440],"featureSize":[40,40],"searchSize":[96,96]}}
  3. execute_command {"command":"track.analyze","params":{"direction":"forward","wait":true}} keys Feature Center, Confidence and Attach Point on every frame from the current time to the layer's end.
  4. execute_command {"command":"track.apply","params":{"dimensions":"xy"}} keys the target's Position (and Rotation/Scale), the layer's own Anchor Point and Position for Stabilize, or a Corner Pin effect for affine/perspective tracks. track.options sets the channel, blur/enhance, adapt-feature and "If Confidence is Below" behaviour; track.status reports the track points.
effectcraft-cli run clip.ecproj track.motion '{"layer":"#2"}' \
  track.setPoint '{"point":1,"center":[812,440]}' \
  track.analyze '{"wait":true}' track.apply '{}' --save

Mask tracking and Mask Interpolation

track.mask follows the pixels inside a mask and keys its Mask Path on every frame (vertices and tangents move with the fitted motion). method is position, positionScale, positionScaleRotation (the default, also kept as the Tracker panel's Method), positionScaleRotationSkew, perspective, faceOutline (Face Tracking (Outline Only): the mask, drawn around a face, becomes the face outline on every frame) or faceDetailed (Face Tracking (Detailed Features): also keys a Face Track Points effect with one point per landmark — eyebrows, eyes, pupils, nose tip, nostrils, mouth corners and lips, chin, jaw); direction is forward|backward|frameForward|frameBackward from the current time (or start / end in seconds). Like track.analyze it runs in the background in the app (progress in track.status under mask, track.stop cancels and keeps what was tracked) and is one undo step; "wait": true blocks. track.extractFaceMeasurements {layer?} (Extract & Copy Face Measurements) keys a Face Measurements effect from the Face Track Points (head position, scale and orientation X/Y/Z, eye openness, eyebrow distance from eye, mouth openness, width and offset), puts those keys on the keyframe clipboard and returns them per frame plus a tab-separated clipboard text.

Face tracking's trained model works like Roto Brush's (below): face.models lists the built-in tracker and MediaPipe Face Landmarker with its authors and licence; face.model.download {id} / face.model.install {path, id?} install it (verified); face.model.select {id: classical|mediapipe-face} chooses it; face.model.remove {id} deletes it. Downloads and loading run in the background; "wait": true on download, install or select returns once the model is in use (or with its error), which scripts need before tracking. track.mask with a face method returns faceModel, the engine it tries first (the classical one when the model finds no face in the mask).

effectcraft-cli run clip.ecproj face.model.download '{"id":"mediapipe-face","wait":true}' face.model.select '{"id":"mediapipe-face","wait":true}' \
  track.mask '{"layer":"#1","mask":1,"method":"faceDetailed","direction":"forward","wait":true}' --save

mask.interpolate (Window ▸ Mask Interpolation ▸ Apply) adds in-between Mask Path keys between each pair of selected Mask Path keys (or the existing keys at times, in seconds), giving both ends the same vertex count with a matched correspondence. Options: keyframeRate (number or "auto" = the comp rate), keyframeFields, linearVertexPaths, bendingResistance, quality, addVertices (number or false) with addVerticesUnit pixels|total|percent, matchingMethod auto|curve|polyline, oneToOne, firstVerticesMatch. mask.interpolationOptions sets the panel's defaults.

effectcraft-cli exec track.mask '{"layer":"#2","mask":1,"method":"perspective","wait":true}' clip.ecproj --save
effectcraft-cli exec mask.interpolate '{"layer":"#2","mask":"Mask 1","times":[0,2],"addVertices":10}' clip.ecproj --save --json

Warp Stabilizer

Effect ▸ Distort ▸ Warp Stabilizer (effect.apply {"effect":"Warp Stabilizer"}), Animation ▸ Warp Stabilizer VFX and the Tracker panel's button (track.warpStabilizer, which applies the effect and starts analysing) stabilize a layer. warp.analyze {layer?, effect?, wait?} analyses every frame between the layer's In and Out points in the background ("Analyzing in background (step 1 of 2)", then "Stabilizing..."; warp.status reports progress, banner, whether the effect is analyzed, and the current frame's warp matrix, autoScale and crop); warp.cancel stops it without writing anything. The analysis is stored in the effect (saved with the project) and is one undo step; trimming, slipping, time-remapping or replacing the layer's source clears it and the app re-analyses automatically (headless: run warp.analyze again). Settings are ordinary properties under the instance's groups, e.g. effects/#1/stabilization/result (0 Smooth Motion, 1 No Motion), effects/#1/stabilization/smoothness, effects/#1/stabilization/method, effects/#1/borders/framing (0 Stabilize Only … 3 Stabilize, Synthesize Edges), effects/#1/borders/autoScale/maximumScale, effects/#1/advanced/showTrackPoints. Method 3 (Subspace Warp, the default) bends a mesh per frame to the smoothed feature trajectories, so scenes with depth stabilise where one perspective transform cannot; effects/#1/advanced/rollingShutterRipple (0 Automatic Reduction, 1 Enhanced Reduction: a finer, softer mesh) tunes it.

effectcraft-cli run shaky.ecproj track.warpStabilizer '{"layer":"#1","wait":true}' \
  prop.set '{"layer":"#1","path":"effects/#1/stabilization/result","value":1}' --save
effectcraft-cli exec warp.analyze '{"layer":"#1","wait":true}' shaky.ecproj --save --json
effectcraft-cli exec warp.status '{"layer":"#1"}' shaky.ecproj --json

3D Camera Tracker

Animation ▸ Track Camera and the Tracker panel's button (track.camera {layer?, shotType?: fixed|variable|specify, aov?, solveMethod?: auto|typical|flat|tripod, detailed?, lensDistortion?, undistort?, wait?}) apply Effect ▸ Perspective ▸ 3D Camera Tracker (or reuse the layer's) and analyse it in the background: "Analyzing in background (step 1 of 2)" tracks features, "Solving camera" solves. camera.analyze {layer?, effect?, wait?} re-runs it, camera.cancel stops it without writing anything. camera.solveStatus reports progress/banner, analyzed, solved, methodUsed, averageError (pixels), focalLength, horizontalAngleOfView, the current frame's camera (position, orientation, zoom), groundPlane and the solved lensDistortion (k1, k2, normalised by half the frame diagonal) when Solve Lens Distortion (effects/#1/advanced/lensDistortion, also on with Detailed Analysis) is on; effects/#1/advanced/undistort renders the footage undistorted so the solved camera's 3D layers line up. camera.points {time?} lists the solved points visible now with their id, comp position, depth, world position and error.

Select points with camera.selectPoints {points, add?, toggle?} (the viewer's click / Shift-click / marquee), then the right-click menu's commands: camera.setGroundPlane {points?} (Set Ground Plane and Origin), camera.createFromSolve {kind: text|solid|null|shadowCatcher, points? | target: {center, normal, size?}, multiple?} (Create Text / Solid / Null / Shadow Catcher, Camera and Light, Create Multiple …), camera.deletePoints {points?, wait?} (re-solves; with Auto-delete Points Across Time the same feature's other tracks go too) and camera.create (the Create Camera button). Each is one undo step; the first create adds the one-node "3D Tracker Camera" keyed on every frame. Changing the layer's frames clears the analysis; changing effects/#1/shotType, effects/#1/horizontalAngleOfView, effects/#1/advanced/solveMethod re-solves the stored tracks.

effectcraft-cli run shot.ecproj track.camera '{"layer":"#1","wait":true}' \
  camera.points '{}' --json
effectcraft-cli run shot.ecproj camera.createFromSolve '{"kind":"solid","points":[12,40,77]}' --save

Roto Brush & Refine Edge

The Roto Brush tool (Alt+W cycles Roto Brush / Refine Edge) paints in the Layer panel; agents use roto.stroke {layer, kind: fg|bg|refine|refineErase, points: [[x, y], …], frame?, radius?} (effect space, layer frames). The first foreground stroke applies the Roto Brush & Refine Edge effect and sets the base frame with a span of 20 frames each side. roto.propagate {layer, direction?: forward|backward|both, to?, wait?} segments the span (in the background unless wait); strokes on any other frame correct it and propagation restarts from there. roto.span {start?, end?}, roto.freeze {wait?} / roto.unfreeze, roto.clearStrokes {frame?, kind?}, roto.cancel and roto.options {diameter?, refineDiameter?, view?: alphaBoundary|alpha| alphaOverlay|none} complete the set; every edit is one undo step. If trimming the layer or shortening the comp leaves strokes outside the layer, roto.span returns an error without changing the strokes: restore the timing or remove those strokes with roto.clearStrokes first. roto.status {layer, frame?, matte?, compute?, compareTo?} reports the base frame, span, computed and stroked frames, frozen state, job progress and, for a frame, the matte's area, centroid, RLE matte and IoU against a reference. Matte settings are ordinary properties (effects/#1/rotoBrushMatte/searchRadius, effects/#1/refineEdgeMatte/decontaminateEdgeColors, …).

Trained model (Roto Brush 2.0 / 3.0):

  • roto.models lists the built-in engine and every registered model, with its authors, licence, size, URL, SHA-256 and whether it is installed, selected and active.
  • roto.model.download {id} fetches and verifies the official weights in the background; roto.model.install {path, id?} installs a file you already have.
  • roto.model.select {id: classical|mobilesam} chooses which one Roto Brush uses. Loading runs in the background; "wait": true (also on download and install) returns once it is in use.
  • roto.model.remove {id} deletes the installed weights.
  • The version property (effects/#1/version: 0 = 1.0, 1 = 2.0, 2 = 3.0) picks between the classic engine (1.0) and the chosen model (2.0, 3.0).
effectcraft-cli run clip.ecproj roto.model.install '{"path":"mobile_sam.pt"}' roto.model.select '{"id":"mobilesam","wait":true}' \
  roto.stroke '{"layer":"#1","points":[[300,200],[360,230]],"radius":10}' roto.propagate '{"layer":"#1","wait":true}' --save
effectcraft-cli run clip.ecproj roto.stroke '{"layer":"#1","points":[[300,200],[360,230]],"radius":10}' \
  roto.stroke '{"layer":"#1","kind":"bg","points":[[40,40],[600,40]],"radius":12}' \
  roto.propagate '{"layer":"#1","wait":true}' roto.freeze '{"layer":"#1","wait":true}' --save

Object Matte

The Object Matte tool (third in the Alt+W slot) works in the Composition viewer: click an object, or drag a box around it; Shift adds another Object Matte instead of re-prompting the layer's. Agents use objectMatte.apply {layer, point: [x, y], box?: [x0, y0, x1, y1], frame?, track?, before?, after?, effect?} (layer pixels, layer frames; effect re-prompts that instance), one undo step each. With a trained model installed (Settings ▸ Roto Brush) the box is the model's box prompt. objectMatte.propagate {layer, effect?, direction?, wait?} tracks the matte over the frames around the reference frame in the background (roto.cancel stops it; edits to the prompt or the layer's frames queue it again), objectMatte.freeze {wait?} / objectMatte.unfreeze store or drop the final mattes, and objectMatte.status {layer, effect?} reports the job's progress, the frozen state, the tracked frames and which are computed. With the disk cache on (Settings ▸ Media & Disk Cache), computed Object Matte and Roto Brush segmentations are also kept there, keyed by what they are made of, so reopening a project reuses them.

effectcraft-cli run clip.ecproj objectMatte.apply '{"layer":"#1","point":[320,200],"box":[250,120,400,300]}' \
  objectMatte.propagate '{"layer":"#1","wait":true}' objectMatte.freeze '{"layer":"#1","wait":true}' --save

Text: styles and editing

Source Text holds character style runs and per-paragraph settings. CR (\r), LF (\n) and CRLF (\r\n) each make a paragraph break; the original string and character indices are preserved. This also applies to scripted TextDocument values and sourceRectAtTime() bounds. layer.setText changes the whole layer, or only characters range: [start, end] (character indices): character attributes (font, size, fill, tracking, kerning: metrics|optical|<1/1000 em>, tsume, baseline: superscript|subscript, allCaps…) split the text into runs; paragraph attributes (justify, indentLeft, indentFirst, spaceBefore, direction, composer, hangingPunctuation…) apply to the paragraphs the range touches. Editing mirrors the Type tool:

  1. layer.newText {"text":"", "box":[100,100,600,300], "edit":true} makes paragraph text and starts editing (position instead of box makes point text; vertical: true vertical type).
  2. text.insert {"text":"Hello world"} types at the caret (replacing the selection); text.setSelection {"start":6,"end":11} selects "world"; text.moveCaret {"to":"wordLeft", "extend":true} moves like the arrow keys; text.delete {"word":true} is Alt+Backspace.
  3. layer.setText {"range":[6,11], "size":40, "fill":"#ff5500"} styles the selection (the Character panel does the same); with an empty range it sets the style the next typed text takes.
  4. edit.copy, edit.paste, edit.pasteTextMatchFormatting and edit.pasteTextFormattingOnly work on the selected text; text.endEdit commits (an empty Type-tool layer is removed).

Fonts: text.fonts (MCP list_fonts) lists every family a text layer can use, bundled and installed, with its styles, origin (bundled, system, user), variable (it has variation axes) and own-language name ({"query":"gothic"} filters by name, {"variable":true} keeps only variable fonts, like the font menu's Variable Fonts filter; {"rescan":true} first picks up fonts installed since launch). Pass a listed family and one of its styles to layer.setText {"font", "style"}; text.fontFeatures says which OpenType options a font draws with its own glyphs. A tool with its own font library can hand it over without installing it: folders listed in EFFECTCRAFT_FONT_DIRS (a path list, :-separated, ; on Windows) are scanned like the system font folders. On Linux and the BSDs the system font folders are /usr/share/fonts, /usr/local/share/fonts, ~/.local/share/fonts, ~/.fonts, $XDG_DATA_HOME/fonts, fonts in each $XDG_DATA_DIRS folder, every <dir> the fontconfig configuration names (/etc/fonts/fonts.conf with its includes, ~/.config/fontconfig/fonts.conf) and, in the Flatpak, the host's fonts under /run/host. The Flatpak can't see other folders; grant one with flatpak override --user --filesystem=<dir>:ro --env=EFFECTCRAFT_FONT_DIRS=<dir> ai.storyteller.effectcraft.

In expressions, text.sourceText.style / getStyleAt(i, t) read styles and the setters (setFontSize(v, start?, count?), setFillColor, setText, setJustification…) return a styled document.

Scripts and ScriptUI windows

Scripts that build ScriptUI windows publish them to the session; agents drive them like a user:

  1. scriptui.list → [{window, title, kind: dialog|palette|window|panel, script, modal, size}].
  2. scriptui.get {"window": id} → the control tree (type, name, text, value, checked, items, selection, laid-out bounds, handlers…).
  3. scriptui.click {"widget": "ok"} presses a button / toggles a checkbox / picks a radio button or tab; scriptui.set {"widget": "#4", "value": "Shot_"} types into edit text, moves a slider or picks a list item (index or text); scriptui.close {"result": 2} closes. Controls are addressed by id, #id, properties.name or text; window can be omitted when one window is open. scriptui.mouse {"widget": "pad", "type": "mousedown", "x": 10, "y": 20} sends a mouse event (mousedown, mouseup, mousemove, mouseover, mouseout, click; x/y relative to the control, button, detail, shiftKey…) to the script's addEventListener listeners. Each returns the handler run's {ok, output, error}.

A dialog's show() waits for the user: the script.run / file.runScript reply carries "waiting": true, and the script continues (its final output arrives in the reply of the click that closes the dialog). File ▸ Scripts: file.scripts.list, file.runScript {"name": …}, file.installScript / file.installScriptUIPanel {"path": …}, window.scriptPanel {"name": …}, window.restoreScriptPanels (the panels open when the app last quit). Scripts' app.settings: script.settings.get {"section": …, "key": …} and script.settings.save {…, "value": …}. Extension points and the bundled extensions: plugins.md.

Timeline: layer order, properties and shortcuts

  • layer.arrange {"layers": [...], "above": "Layer Name"} moves layers to just above another one (what dragging Timeline rows does: the selected layers move together, one undo step); to: front|forward|backward|back and index still work.
  • The reveal shortcuts are UI commands (ui.menu.invoke or the keys themselves): A Anchor Point, P Position, S Scale, R Rotation, T Opacity, M Mask Path, F Mask Feather, E Effects, L Audio Levels, U keyframed properties; pressed twice quickly AA Material Options, PP paint / Roto Brush / Puppet, SS selected properties, RR Time Remap, TT Mask Opacity, MM all mask properties, FF missing effects, EE Expressions, LL Waveform, UU everything changed from its default. Shift+key adds or removes a set; the same key again hides it; Ctrl/Cmd+` twirls the selected layers open or closed. With no layer selected they apply to every layer.
  • keys.toggleTransform {"layers"?: [...], "prop": "position"} (Alt+Shift+A/P/S/R/T) adds or removes a keyframe at the current time on that Transform property of each layer, in one undo step (separated X/Y/Z Position; Orientation and X/Y/Z Rotation on 3D layers).
  • Rename a layer with Enter (or double-click a name): the whole name is selected, Enter or a click elsewhere commits, Escape cancels; layer.rename {layer, name} does it directly.
  • Ctrl/Cmd-click on the current-time display (Timeline or Composition panel) toggles the Time Display Style between Timecode and Frames: file.projectSettings {"timeDisplay": "frames"}.
  • prop.pickWhip {layer, prop, target: {layer, prop, dimension?}} links a property as its expression pick whip does; dimension picks one of the target's values (position[0]), as a drop on that value field does.
  • Every property row has a property pick whip in the Parent & Link column (timeline.prop.<uid>.propertyPickWhip; the expression row's is timeline.prop.<uid>.pickWhip). Dragged onto another property's name or value, in the Timeline or Effect Controls (effectControls.prop.<uid>.value[.<d>]), it runs prop.pickWhip: the reference replaces the property's expression, or is added as one, and the expression is enabled.
  • A property's menu (right-click its name; entries timeline.prop.<uid>.menu.<entry>): Reset (prop.reset: no expression, and the property's default value, an effect parameter's or a Transform property's; an animated property keeps its keyframes and gets the default as a keyframe at the current time), Edit Value… (prop.set {layer, prop} without value opens the value dialog), Separate Dimensions (Position: prop.separateDimensions {layer, value}), Add / Remove Expression (prop.setExpression {layer, prop}) and Add Property to Essential Graphics (essential.addProperty).

History, puppet recording, plug-ins

  • edit.history.list lists every undo state as a tree (undoing then editing keeps the undone states as a branch); edit.history.goto {"index": n} (or id, or steps) jumps to any of them. MCP: the history tool.
  • puppet.recordPin {"layer": "#1", "pin": "Puppet Pin 1", "samples": [[t, x, y]…]} records a drag (t = seconds since it began, effect space) into Position keys at the comp frame rate from the current time; puppet.recordOptions {speed, smoothing, useDraftDeformation, showMesh}.
  • puppet.selectPins {"layer": "#1", "pins": ["Puppet Pin 1"], "add"?, "toggle"?} selects pins like the viewer's click / Shift-click (pins: [] deselects); Edit ▸ Clear (Delete) then removes the selected pins, not their layer (puppet.removePin {pins?}). Advanced and Bend pins turn by their ring and scale by its square in the viewer (Shift: 15° / 5 % steps; automation ids viewer.puppetPin.<uid>.rotate / .scale), or puppet.setPin {rotation, scale}. A drag outside the art (or Alt-drag) marquee-selects pins; Edit ▸ Select All with a pin selected selects every pin of that kind; puppet.recordPin {..., "pins": [...]} records several pins moving together (⌘/Ctrl-drag one of several selected pins).
  • Rigging pins: paths.pointsFollowNulls {"layer": "#1", "pins"?: [...]} gives each Position / Advanced pin a null that drives it (parent the nulls to each other to build limbs); paths.nullsFollowPoints {..., "pins": [...]} makes nulls that ride on pins (parent props to them). Without pins they use the selected pins, or every pin of a layer with no path.
  • Follow-through (hair, cloth, tails): puppet.follow {"leader": "Puppet Pin 1", "pins": [...], "delay": 0.1, "amount": 100, "cascade": true} makes the pins trail the leader's motion (the k-th nearest by k × delay with cascade) through Position expressions; without leader / pins the first selected pin leads the other selected pins.
  • effect.plugins.load {"path": "x.wasm"} / effect.plugins.list: WebAssembly effect plug-ins (plugins.md), then effect.apply by id like a built-in.

CLI

Each invocation runs a headless engine with no window. It opens the demo project unless you pass --project F.ecproj, a positional *.ecproj or --empty. Add --json for one compact JSON document on stdout. Errors print {"error": ...} and exit with status 1; usage errors, such as an unknown option, exit with status 2 before anything runs.

effectcraft-cli info --json
effectcraft-cli commands --filter keys
effectcraft-cli exec --list --schemas --json                     # every command with its params JSON Schema
effectcraft-cli exec comp.new --params '{"name":"Main","width":1280,"height":720}' --empty --save-as main.ecproj
effectcraft-cli exec layer.newSolid '{"color":"#3366ff"}' main.ecproj --save
effectcraft-cli props Main '#1' --project main.ecproj           # flat property list with paths
effectcraft-cli set Main '#1' transform/opacity 40 main.ecproj --save
effectcraft-cli set Main '#1' transform/position '[100,360]' --time 0 main.ecproj --save
effectcraft-cli get Main '#1' transform/position --time 0.5 main.ecproj --json
effectcraft-cli run main.ecproj comp.open '{"comp":"Main"}' time.set '{"time":1}' --json
effectcraft-cli render-frame main.ecproj --time 1 --max-side 640 --out f.png --json
effectcraft-cli exec layer.newNull --bridge 9877                 # same commands, against the live app
effectcraft-cli exec file.exportLottie '{"comp":"Main","path":"main.json","includeExpressions":true}' main.ecproj --json
effectcraft-cli exec file.importLottie '{"path":"anim.json"}' main.ecproj --save

Scripts written against After Effects' documented scripting API run with script:

effectcraft-cli script build.jsx --save-as main.ecproj     # empty project unless one is given
effectcraft-cli script --eval 'app.project.item(1).numLayers' main.ecproj --json
effectcraft-cli script tweak.jsx --bridge 9877              # against the live app

writeLn/$.writeln/alert output is printed, then the value of the last expression. A script error exits with status 1 and file:line:col: message. Scripts may read files only in the project's folder and may not write files or use the network unless the user turns on Preferences ▸ Scripting & Expressions ▸ Allow Scripts to Write Files and Access Network.

file.exportLottie returns {path, bytes, warnings}: the warnings list every feature Lottie cannot express (most effects, cameras and lights, layer styles, audio, video footage…), so an agent can check what a player will not show. A .lottie path writes a dotLottie archive. file.importLottie returns {comp, items, warnings} and opens the new composition.

Premiere Pro interop goes through timeline interchange (MCP: the execute_command tool; control channel: engine.execute with the same ids):

effectcraft-cli exec file.importTimeline '{"path":"edit.xml"}' main.ecproj --save      # FCP7 XML / .fcpxml / .otio / .edl / .aaf / .omf
effectcraft-cli exec file.exportTimeline '{"comp":"Main","path":"Main.xml"}' main.ecproj --json
effectcraft-cli exec file.exportTimeline '{"comp":"Main","path":"Main.otio","prerender":"none"}' main.ecproj

file.importTimeline returns {format, folder, comps, allComps, items, missing, warnings} (missing lists media imported as placeholders). file.exportTimeline writes Final Cut Pro XML (.xml, which Premiere Pro opens with File ▸ Import) unless format or the extension says fcpxml, otio, edl, aaf or omf; prerender (unsupported by default, all, none) controls which layers are rendered to ProRes 4444 movies next to the document. It returns {path, format, sequences, videoTracks, audioTracks, clips, prerendered, warnings}. Native .prproj files are not read or written.

<comp> is an id or name, or - for the active comp. <value> is JSON (50, [960,540], "#ff0000") or a bare string.

Seeing the UI

To work on the UI, start the app with cargo run -p effectcraft -- --control 9877 (add --demo to open the demo project; without it the app starts with an empty project) and use MCP bridge mode or the raw control channel. A good loop is: ui_elements to find an id, ui_click or ui_drag to act, then screenshot {"panel":"Timeline"} to check the result. render_frame shows the composition itself at any zoom.