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Agents

FilmCraft is built to be driven by AI agents, and largely built by them. Part 1 covers using FilmCraft from an agent. Part 2 covers developing FilmCraft as an agent.

Part 1: driving FilmCraft

1. MCP server

filmcraft-cli mcp serves MCP on stdio. It has two modes:

Mode Command What it drives
Headless filmcraft-cli mcp --demo or --project p.fcproj (neither = empty project) an in-process engine session, no window
Bridge filmcraft-cli mcp --bridge 127.0.0.1:9876 the running desktop app started with filmcraft --control 9876

Headless mode also takes --data-dir DIR (user presets). Any other option is rejected (exit 2): there are no folder-confinement flags such as --automation-read-root, so the server can read and write wherever the user can.

Claude Code. The repository's .mcp.json registers both servers (filmcraft = bridge, filmcraft-headless = demo). Both point at target/release/filmcraft-cli, so build it first:

cargo build --release -p filmcraft-cli -p filmcraft
./target/release/filmcraft --control 9876 &      # only for the bridge server
claude                                           # approve the project MCP servers when asked

To register the server by hand, or for another MCP client, use the absolute binary path:

claude mcp add filmcraft-headless -- /abs/path/filmcraft/target/release/filmcraft-cli mcp --demo
{ "mcpServers": { "filmcraft": { "command": "/abs/path/filmcraft-cli", "args": ["mcp", "--bridge", "127.0.0.1:9876"] } } }

From an installed release

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

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

Tools

Tool Modes Purpose
command_list both every command: id, label, menu, shortcut, params, enabled now (filter, enabled_only)
command_run both run a command {id, params}; edits are undoable
command_batch both run several commands in order {steps: [{id, params}], stop_on_error} → {completed, failed, results}
doc_inspect both the project tree and the active sequence in one call (project_inspect + sequence_inspect)
render_preview both same as render_frame
project_inspect both bins and items with ids, types, durations; active sequence
sequence_inspect both the active sequence: tracks, clips (start / end and sourceIn / sourceOut in ticks, frames, speed, reverse: the clip plays its sourceIn to sourceOut stretch backward, gainDb), effects, transitions, markers (name and comment), playhead, selection
media_import both import files by absolute path (paths, an array; optional bin, image_sequence)
render_frame both PNG of the program frame at seconds (headless renders; bridge screenshots the Program monitor). Read-only: the playhead and selection are left as they were
ui_inspect bridge UI state: tool, workspace, panels, zoom, playback, fps
ui_elements bridge on-screen interactive elements with id, label and rect (prefix filter)
ui_click bridge click by id or x,y; button, count, modifiers
ui_drag bridge press–move–release between points or element ids
ui_key bridge key or shortcut: Space, Cmd+K, Shift+Delete
ui_type bridge type text into the focused field
ui_screenshot bridge PNG of the window or one panel
ui_control bridge call any control-channel method directly (ui.set, ui.scroll, ui.timeline.locate, …)

Typical loop: project_inspect / sequence_inspect → get ids → command_run → render_frame or ui_screenshot → look at the result → edit.undo if it's wrong.

Conventions

The server follows a few conventions that make it predictable for agents. They are not FilmCraft-specific: the sibling craft apps' MCP servers can follow the same ones, so an agent that has driven one app can drive the others.

  • Core tools. command_list, command_run, command_batch, doc_inspect and render_preview work in both modes. The FilmCraft tools above stay as they are.
  • Titles and annotations. Every tool has a title and the four MCP hints (readOnlyHint, destructiveHint, idempotentHint, openWorldHint), so a client can let the read-only tools (lists, inspects, renders, screenshots) run without asking and ask before edits. When you add a tool, set them in its #[tool(...)] attribute; a test checks every listed tool.
  • Strict arguments. An unknown tool argument is a JSON-RPC -32602 error that names it and the accepted ones (unknown argument "filtr" for command_list; expected: enabled_only, filter), not a silently ignored key. command_run.params goes to the command unchanged.
  • Errors. A failing command is an isError result with the engine's message. A line that is not JSON gets a -32700 parse error (id null) and the server keeps serving. A command that panics is reported as internal error: …, and the session stays usable.
  • Resources. filmcraft://document (the project tree and active sequence, as doc_inspect) and filmcraft://commands (the command catalog, as command_list), both application/json. For MCP 2026-07-28 clients such as current Claude Code, list and read results carry the ttlMs and cacheScope hints that revision requires.

Long exports: progress and cancellation

command_run {"id": "file.exportMedia", "params": {…, "wait": true}} in headless mode blocks until the file is written. It uses the MCP progress and cancellation utilities, so a client can show progress and stop it:

  • The export runs as the same background job jobs.list shows. The session is locked only for short polls, so other requests (ping, doc_inspect, jobs.list, …) are answered while it encodes.
  • file.exportMedia with wait: true, an export job in jobs.list and each export.queue.list item carry offlineMedia: the offline items the export drew the placeholder for (see §2b), [] when none. The export itself still succeeds; deciding what to do about it is up to the caller.
  • Every job in jobs.list, and every encoding item of export.queue.list, carries etaSeconds: the time left at the job's speed over the last 15 seconds, null until a second of progress has been measured (a loudness pass, a seek) and once it is done. The app shows it as 37% · 2:05 left in the status bar, the Export queue and the Progress panel.
  • With "_meta": {"progressToken": T} on the tools/call, the server sends notifications/progress {progressToken: T, progress: <frames done>, total: <frames>, message: <job status>} at most every 100 ms while frames advance. Without a token it sends none.
  • notifications/cancelled for the request stops the encode at the next batch (jobs.cancel), deletes the partial output (the movie, or the frames and caption sidecar written so far) and sends no response, as the MCP cancellation utility asks.
  • Without wait the command returns {job, path} at once, as before: poll jobs.list and stop it with jobs.cancel. Other exports (file.exportFrame, interchange formats, …) finish quickly and ignore the token.
  • Bridge mode works the same way: the export runs as an app job (the app stays responsive and shows "Exporting… NN%" in its status bar) and the call returns when it is written, however long it takes. filmcraft-cli --bridge … exec file.exportMedia … wait=true blocks the same way.

2. Control channel

filmcraft --control 9876 (or FILMCRAFT_CONTROL_PORT=9876) listens on 127.0.0.1 only. Send one JSON request per line and get one JSON reply per line. Full method table: control-protocol.md.

{"id":1,"method":"engine.commands"}
{"id":2,"method":"engine.execute","params":{"command":"file.openDemoProject"}}
{"id":3,"method":"engine.execute","params":{"command":"playhead.set","params":{"seconds":2}}}
{"id":4,"method":"engine.execute","params":{"command":"sequence.addEdit"}}
{"id":5,"method":"engine.execute","params":{"command":"effects.apply","params":{"effect":"Gaussian Blur"}}}
{"id":6,"method":"ui.elements","params":{"prefix":"tools."}}
{"id":7,"method":"ui.click","params":{"id":"tools.Razor"}}
{"id":8,"method":"ui.key","params":{"key":"Cmd+Z"}}
{"id":9,"method":"ui.screenshot","params":{"path":"/tmp/timeline.png","panel":"Timeline"}}

Replies look like {"id":4,"ok":true,"result":{"cuts":2}} or {"id":7,"ok":false,"error":"…"}. Minimal client:

import json, socket
s = socket.create_connection(("127.0.0.1", 9876)); f = s.makefile("rw")
def call(method, **params):
    f.write(json.dumps({"id": 1, "method": method, "params": params}) + "\n"); f.flush()
    return json.loads(f.readline())
print(call("engine.execute", command="sequence.inspect"))

Notes:

  • Time is in ticks (254 016 000 000 per second). Commands also accept seconds, frame or timecode.
  • A track parameter (track, audioTrack) is a track id or a name such as "V1" / "A2". Leaving it out picks the command's default track; naming a track the sequence does not have is an "invalid parameters" error, never a different track. In timeline.place, track is where the picture goes and audioTrack where the sound goes; an audio track given as track places the sound alone, on that track. The clip lands on the frame grid: its start and its end (time + duration) each snap to the nearest frame.
  • sequence.inspect reports durationFrames as the number of frames export renders: a sequence that ends partway through a frame counts that frame.
  • engine.execute also runs UI-only commands (tool.razor, playback.toggle, window.workspace.color, window.panel.<name>).
  • A command that works on the selection is disabled ("no clips selected", "select a clip in the Project panel") until something is selected, unless the call names its targets under a key the command documents (clips / clip for timeline clips, items / item for project items): clip.replaceFromBin {"clips":[12],"item":4} runs with nothing selected and leaves the selection alone. Only the selection condition is answered by the named targets; every other one (an open sequence, a filled clipboard, the right kind of clip) still applies, and ids of nothing do not count. command_list / engine.commands keep reporting the selection's state.
  • Element ids come from the previous frame. If an element is missing right after a layout change, the app retries on later frames before giving up.
  • timeline.move takes linked partners along while Linked Selection is on: moving a picture clip moves its sound by the same offset (pass "linked": false to move only the listed clips). It returns {"moved": [ids]}, every clip that moved.
  • Without a window, filmcraft-cli run script.jsonl (lines of {"id":"…","params":{…}}) runs the same commands headlessly. See §2b for the rest of the CLI.

2b. Command-line interface

Every command is also one shell call away. Options go anywhere; output is JSON; exit status is 0 on success, 1 when a command fails and 2 on a usage error. filmcraft-cli help, filmcraft-cli --help and filmcraft-cli -h print the reference and exit successfully. If the reader of stdout closes the pipe early (filmcraft-cli commands | head), the CLI drops the rest of its output but still finishes the work, saves included, and the exit status still reports failures; any other stdout write error is reported and makes the status 1.

filmcraft-cli commands razor                     # find ids (add --json for machine output)
filmcraft-cli describe timeline.razor            # one command: menu, shortcut, params, enabled now
filmcraft-cli --demo inspect sequence            # project / sequence as JSON
filmcraft-cli --project p.fcproj --save exec timeline.razor seconds=3.5
filmcraft-cli --project p.fcproj exec effects.apply '{"effect":"Gaussian Blur"}'
filmcraft-cli --project p.fcproj exec markers.exportCsv path=review.csv
filmcraft-cli --project p.fcproj --save import a.mov b.wav
filmcraft-cli --project p.fcproj export out.mp4  # format from the extension; waits for the job
filmcraft-cli --project p.fcproj export out --preset "YouTube 1080p Full HD" --start 0 --end 10
filmcraft-cli export --list-presets prores       # built-in + user presets (--data-dir for another library)
filmcraft-cli --project p.fcproj exec export.queue.add preset="Apple ProRes 422 HQ" path=renders/ start=true wait=true
echo '{"id":"file.newBin","params":{"name":"Selects"}}' | filmcraft-cli --project p.fcproj --save run -
filmcraft-cli --bridge 127.0.0.1:9876 exec window.workspace.color   # the running app

key=value values are parsed as JSON when they can be (3.5, true, [1,2]), otherwise taken as strings; dotted keys nest (color.r=1). run prints one JSON line per command ({"line","id","ok","result"|"error"}) and stops at the first failure unless --keep-going. --save writes back to --project; --save-as path writes elsewhere.

Media that is offline when it is needed (the file is missing, was made offline, or can't be read) renders as the "media not found" placeholder. export and render then name each such item on stderr (item 8 a.mp4 (missing): /path/a.mp4) and exit 1 after writing the output, so a moved or unmounted media folder doesn't pass as a good render. --allow-offline accepts the placeholder frames: the warning stays and the exit status is 0. The export result lists the same items as offlineMedia ([{item, name, path, status, error}], status as in media.status: missing, offline or unreadable), and [] when every clip it drew was online; check before exporting with exec media.status or exec media.findMissing.

markers.exportCsv {path} exports all markers in the active sequence, including colours hidden in the UI and markers outside In/Out, sorted by start then id. The UTF-8 CSV has a header and CRLF records; quotes, commas and embedded newlines are escaped. Columns are Sequence, Marker ID, Name, Comment, Kind, Color, Start Timecode, End Timecode, Duration Frames, Start Ticks, Duration Ticks and Frame Rate (exact numerator/denominator). Color uses the user's display label from Settings ▸ Labels. Timecodes include the sequence's start timecode and drop-frame setting; End is exclusive, and a point marker's End equals Start. Duration Frames is rounded down; tick columns preserve sub-frame timing (254016000000 ticks per second). An empty sequence writes just the header. User text starting with a spreadsheet formula character (=, +, -, @, including after whitespace) gets a leading apostrophe in the exported cell. The export leaves the project, dirty flag and undo history untouched, works with locked tracks, and uses the host's file service (atomic on desktop, a download on web). It exports sequence markers only, not clip/source markers; reports are limited to 100000 markers and a conservative 16 MiB output budget. Invalid timing or a failed write reports an error. The menu opens the normal save dialog; cancelling writes nothing.

3. Verifying UI work

For any UI change, look at the result:

  1. cargo run --release -p filmcraft -- --control 9876
  2. Drive the feature through the control channel or the MCP bridge: commands, then clicks and drags by automation id.
  3. Assert on ui.inspect, ui.elements and sequence.inspect.
  4. Take ui.screenshot (the whole window and the panel you changed) and open the PNG.

Screenshots you commit must follow AGENTS.md §1: FilmCraft only, openly licensed media, sidecar and ATTRIBUTION.md entry.

Part 2: developing FilmCraft

4. Orientation, in this order

  1. AGENTS.md: absolute rules (assets, clean-room, licences).
  2. CLAUDE.md: working instructions and non-negotiables.
  3. ROADMAP.md for the summary, then gaps.md (the ranked shortfalls) first, target-app-parity.md and roadmap.md (milestones, current focus).
  4. architecture.md, then the README and tests of the crate you'll touch.
  5. contributing.md (how to add things, gates) and testing.md.

Maintainers also keep a local planning folder, plan/. It is gitignored and not in the repository, and holds the task-level plan, the status file and behaviour reference notes. If you don't have it, everything you need to contribute is in the public docs above. Ask a maintainer for a task id.

5. Autonomous work loop

  1. Orient. Pick the next task: the next unchecked task in the maintainer status file, or an open gaps.md entry. Prefer those gaps (stability, .prproj, camera media, measurement, hardware, Windows/Linux) over adding more checklist items. Read the relevant architecture section and crate README.
  2. Plan tests first. Write down the acceptance test before writing code.
  3. Implement and test.
  4. Verify. Run all gates (cargo xtask ci). For UI work, run the app with --control, drive it and look at the screenshots (§3).
  5. Record. Update the crate README (behaviour decisions, test results, limitations) and the progress docs when a milestone moves (ROADMAP.md, docs/roadmap.md, the relevant parity doc and gaps.md, with their timestamps). Commit as M<n>.<k>: …, then move on to the next task.

For parallel agents, use one git worktree and one CARGO_TARGET_DIR per agent, and keep each crate with one owner (contributing.md §5).

6. Decision rules

Don't block on choices you can make yourself:

  • Behaviour. Match the publicly documented and observable behaviour of professional editors (help pages, published shortcut lists, using the app). Never inspect application internals (AGENTS.md §2). If behaviour is undocumented, choose what editors most commonly expect and record the choice in the crate README.
  • Ask a human only about:
    • licences outside the allowlist;
    • spending money;
    • publishing or pushing;
    • personal data;
    • destructive git operations;
    • anything AGENTS.md leaves unclear ("when in doubt, leave it out").

7. Definition of Done

A feature is done when:

  • its command(s) are registered with label, menu path, shortcut (if any) and a parameter doc;
  • engine tests cover it, including undo/redo and the disabled case;
  • the UI is wired: menu, panel control and shortcut;
  • every new interactive widget has an automation id;
  • you have driven it through the control channel and reviewed a screenshot;
  • all gates pass (cargo xtask ci), and new assets have sidecars;
  • the crate README and the progress docs (ROADMAP.md, docs/gaps.md, the parity docs) are updated where relevant;
  • it is committed with its task id.

Reporting progress honestly

ROADMAP.md and target-app-parity.md keep two numbers: feature breadth (does it exist?) and ready for real work (does it hold up?). When you update either:

  • say how a number was obtained: measured (a test, a diff, a benchmark you ran) or estimated;
  • count an approximation, a stub or a partly wired setting as such, never as done;
  • record known bugs and limitations in the crate README and gaps.md, not only what works;
  • benchmarks state the machine, the load average and before/after on the same build;
  • don't raise a percentage without evidence a reviewer can rerun.