- Default's right column is a short Preview frame (fixed 76 pt: tab strip and a 46 pt body) over a Properties frame with Align, Audio and Effects & Presets as tabs. Essential Graphics' right column is one Properties / Effects & Presets frame. No built-in workspace uses accordions, so a frame there takes tabs and Maximize acts on one frame. - Workspace files of version 1: a column of stacked frames becomes tab groups split top to bottom. Each open frame keeps all its tabs and its height as a fixed size; a closed frame's tabs join the open frame above it. - Version 1 stored a native panel window's outer position; craft-ui places windows by their content. The migrated rect moves by the main window's frame offset once the main window reports it, and workspaces are not saved before.
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Control protocol
The desktop app exposes a control channel for agents, tests and the MCP bridge:
effectcraft --control 9877 # or EFFECTCRAFT_CONTROL_PORT=9877
The port must be a number from 1 to 65535, and --control overrides the variable. A bad port or an
unknown option prints an error and the app exits with status 1 before it opens a window.
- Transport: TCP on
127.0.0.1only, one JSON object per line in each direction. Connections are persistent; requests on one connection are answered in order. - Request:
{"id": 1, "method": "engine.execute", "params": {...}}(idis echoed back,paramsdefaults to{}). - Reply:
{"id": 1, "ok": true, "result": ...}or{"id": 1, "ok": false, "error": "message"}. - Requests run on the UI thread between frames. Input methods (
ui.click,ui.keyand similar) reply after the synthetic input has been processed. Methods that need an element that isn't drawn yet are retried for a few frames. A request times out after 60 s. - Only requests are read: every line must be a JSON object with a string
method(blank lines are skipped). Anything else (text that isn't JSON, a JSON array or number, an object withoutmethod, invalid UTF-8, a line longer than 4 MiB) gets one error reply ending in "closing the connection", and the server closes the connection, so nothing sent after it runs. An HTTP request (for example a web page's cross-originfetchto127.0.0.1:<port>) therefore can't smuggle a command in its body: its request line is rejected first. At most 16 connections are served at once; further ones get an error line and are closed. The port has no authentication, so only enable it while you use it.
Quick test:
printf '{"id":1,"method":"engine.execute","params":{"command":"comp.new","params":{"name":"A"}}}\n' | nc 127.0.0.1 9877
Engine
| Method | Params | Result |
|---|---|---|
engine.execute |
{command, params?} |
The command's result. Every engine command (effectcraft-cli commands) runs exactly as it does headless, so it never opens a dialog: comp.new {} creates a default comp. UI-only ids (tool.*, view.*, window.*, playback.*, timeline.*, app.*) fall through to the menu dispatcher. Unknown top-level params are rejected, and the error lists the accepted keys. |
ui.menu.invoke |
{id, params?} |
Like a menu click: commands with empty params may open their dialog (New Composition, Solid Settings, file pickers). |
| Copy a Media Browser source path | ui.menu.invoke {id: "mediaBrowser.copySourcePath", params: {path}} |
Copies the exact non-empty path string to the clipboard and returns {path}. Supports file/folder paths and virtual source identifiers. Missing, empty or non-string paths return an error. |
| UI commands (via either) | timeline.column {column, visible?} (av, keys, label, num, comment, switches, modes, parent, in, out, duration, stretch), timeline.sourceName {value?}, timeline.search {query}, timeline.reveal.<kind> / timeline.revealAdd.<kind> (the property shortcuts and Shift+shortcut: position, scale, rotation, opacity, anchor, effects, masks, feather, levels, animated, and the double-press sets maskPath, maskOpacity, timeRemap, expressions, material, paint, selected, missingEffects, waveform), timeline.keyAt.<anchor|position|scale|rotation|opacity> (Alt+Shift+A/P/S/R/T), timeline.twirlSelected (Ctrl/Cmd+`), timeline.collapseAll, flowchart.options {layers?, effects?, solids?, direction?: lr|tb, comp?}, flowchart.graph {comp?} → {nodes, edges}, window.workspace {name} (all After Effects workspaces). |
|
engine.commands |
{filter?, enabledOnly?} |
[{id, label, menu, shortcut, params, enabled, why}] |
ui.menu.list |
{} |
The menu tree with enablement. |
render.frame |
{comp?, time?, max_side?, path?, base64?} |
Renders a comp frame through the session, independent of the viewer zoom or resolution. comp is an id or name (default: the active comp), time is in comp seconds (default: the CTI), max_side caps the longest side (0 = full size). Writes a PNG to path (default: a temp file) and returns {comp, time, width, height, path}. With base64: true it returns {…, png: "<base64>"} and writes no file. |
Useful query commands for engine.execute (they aren't journaled or undoable): project.summary,
comp.info {comp?}, layer.tree {layer, comp?, depth?, time?} (every node has a path),
prop.get {layer, path, comp?, time?}, editor.state, command.list {filter?, enabledOnly?, schemas?},
command.describe {command} (params doc and JSON Schema), app.capabilities (version, counts,
export formats, parity summary), jobs.list (Progress panel jobs, e.g. the background
footage.check after File ▸ Open).
Every engine command is reachable through engine.execute, and every interactive widget of every
panel registers an element id; both are enforced by crates/ui-egui/tests/it/ui_agent_audit.rs.
UI state
| Method | Params | Result |
|---|---|---|
ui.inspect |
{} |
Window size, pixels per point, fps, serialized UiState, playback, time, active comp, selection, open dialog, last render ms, keyboardFocus, windowFocused, workspaceStorageError. |
ui.elements |
{prefix?} |
[{id, label, rect: [x, y, w, h]}]: the widgets drawn in the last frame, in points. |
ui.set |
{tool?, workspace?, theme?, focused?, viewer?, timeline?, menuBar?, home?} |
viewer: {zoom (null = fit), res: Full|Half|Third|Quarter|Auto, pan: [x,y], grid, rulers, safeMargins, transparencyGrid}; timeline: {pps (null = fit), start, graphEditor, showModes, openLayers: [ids], openGroups: [uids]}. |
ui.panel.show / ui.panel.close |
{panel} |
Panels: Project, Composition, Timeline, EffectControls, EffectsPresets, Info, Preview, Character, Paragraph, Align and others. |
ui.playback |
{action: play|stop|toggle|status} |
{playing, time, audio, levelsDb, peaksDb} (audio: an audio preview is running; L/R meter levels and held peaks in dBFS) |
ui.resize |
{width, height} |
Resizes the window (points). |
ui.focus |
{} |
Activates the window and takes keyboard focus. Agents normally avoid this, because the app is started without stealing focus. |
app.quit |
{force?} |
Closes the app. A modified project shows the Save / Don't Save / Cancel prompt first (automation ids dialog.unsaved.save, dialog.unsaved.dontSave, dialog.unsaved.cancel) unless force: true. |
keyboardFocus is null when no egui widget has keyboard focus. Otherwise it contains the
actual widget id (hexadecimal), its rect: [x, y, w, h] when available, an automationId
when the widget registered its response identity, and registryCandidates containing exact
rectangle matches. Candidates alone do not establish widget identity. Header, toolbar and
dock-tab controls register their response identity. ui.focused continues to identify the
focused panel; it is separate from keyboard widget focus. windowFocused reports the native
window focus received by egui, which can differ from the retained widget focus.
When a configuration store is available, current dock and floating geometry, focused and
maximized panels, and named workspace snapshots persist in workspaces.json. The current
layout and named snapshots are independent: changing a divider does not overwrite the named
snapshot until window.saveWorkspace runs. Changes save after pointer release, at most once
per second, with a final save on normal exit. Version 1 files are limited to 1 MiB and bounded
workspace trees; extra viewer IDs must be between 1 and 65,535. Native reads enforce the size
limit while reading and report I/O and UTF-8
errors. Unreadable, invalid or newer files leave the default workspace available and are
preserved for the entire session, including after later layout changes. Load and save errors
appear in the status message and the nullable
workspaceStorageError field; a failed write remains eligible for retry.
window.saveWorkspace, window.saveWorkspaceAs and window.editWorkspaces (rename, delete)
write the file immediately. Through ui.menu.invoke they return an error when it isn't written
(a failed write, a file preserved after a failed load, or no configuration store);
engine.execute hands them to the UI and returns {frontend} first, so check
workspaceStorageError there. The changed workspaces still apply for the session, and a later
save retries them.
Input
Points are logical window coordinates. A target is {id} (the element's centre; add fx/fy between
0 and 1 to pick a spot inside it) or {x, y}. modifiers is {shift, alt, command, ctrl}, where
command is ⌘ on macOS and Ctrl elsewhere.
| Method | Params |
|---|---|
ui.click |
{id | x,y, button?: left|right|middle, count?, modifiers?} |
ui.move |
{id | x,y} |
ui.drag |
{from: target, to: target, steps? (12), modifiers?}: press, move, release |
ui.scroll |
{id | x,y, dx, dy} |
ui.key |
{key}, for example Space, F9, Cmd+Z, Cmd+Shift+Z, PageDown, Escape |
ui.type |
{text}: text input into the focused field |
Shortcut presets also accept Physical+<shortcut> for a keyboard position, using egui's
US-position names (for example Physical+6 and Physical+Minus distinguish AZERTY's
- and ) keys). Physical bindings take precedence over logical bindings for that key
press. ui.key accepts the same notation to test them. Ordinary shortcuts remain layout-aware.
time.workAreaStart and time.workAreaEnd navigate to the first and last included work-area
frames and can be assigned through shortcuts.set.
Locating things
| Method | Params | Result |
|---|---|---|
ui.viewer.locate |
{x, y} (comp pixels) |
{x, y} window point |
ui.viewer.hit |
{id | x,y} (window point) |
{x, y} comp pixel |
ui.timeline.locate |
{layer (id), time?} |
{x, y} window point on the layer bar |
Screenshots
| Method | Params | Result |
|---|---|---|
ui.screenshot |
{path?, panel?, id?} |
{path, width, height}: a PNG of the window, or cropped to one panel or element. |
Element ids are stable, for example tools.Selection, panel.Timeline, panel.tab.EffectControls,
panel.tab.Timeline.<comp> (one Timeline tab per open comp; panel.tab.Timeline is the shown
one), panel.tab.Viewer(<n>) and viewers.<n> (View ▸ New Viewer's other Composition viewers;
viewers.0 is the Composition panel while another viewer is active), header.workspace.Animation, project.item.<id> (a double-click opens the item, Enter
renames it), viewer.comp, viewer.handle.<layer>.<i>,
timeline.layer.<id>.bar, timeline.layer.<id>.nestedMarker.<i> (a precomp's comp markers), timeline.layer.<id>.twirl, timeline.layer.<id>.row (click selects,
Enter or a double-click renames, drag reorders), timeline.prop.<uid>.stopwatch,
timeline.key.<uid>.<frame> (and timeline.keyAt.<uid>.<ticks>, exact in layer-time ticks, for
keys on subframes), timeline.cti, effectControls.prop.<uid>.value (an angle's
revolutions are timeline.prop.<uid>.revolutions, effectControls.prop.<uid>.revolutions and
properties.prop.<uid>.revolutions) and effects.item.<name>. The Composition viewer adds viewer.magnification, viewer.resolution,
viewer.roi, viewer.grid, viewer.channel, viewer.exposure, viewer.snapshot,
viewer.showSnapshot, viewer.fastPreviews (their popup entries are viewer.<menu>Item.<n>),
viewer.ruler.top|left|origin, viewer.mask.<uid>.vertex.<i>, viewer.shapePath.<uid>.vertex.<i>,
viewer.motionPath.<layer>.<key>[.in|.out], viewer.puppetPin.<uid>[.rotate|.scale],
viewer.freeTransform.handle.<i> and
viewer.regionOfInterest; the Graph Editor adds timeline.graph.transformBox[.<i>],
timeline.graph.snap and timeline.graph.reference. Use ui.elements to see what is on screen.
Viewer state that agents drive headless too: view.snapping, view.snappingOptions {edgesExtended?, collapsedFeatures?, toggle?} (the Tools bar's Snapping options,
header.snappingOptions: After Effects' Snap Edges Extended and Snap to Features in Collapsed
Compositions and Text Layers), view.channel {channel, colorized?},
view.exposure {stops | delta}, view.resetExposure, view.takeSnapshot, view.showSnapshot,
view.fastPreviewMode {mode} (one mode each, for shortcuts:
view.fastPreviews.off|adaptive|draft|fastDraft|wireframe, and for the channels
view.channel.red|green|blue|alpha|redColorized|greenColorized|blueColorized|rgbStraight), view.res.full|half|third|quarter|auto {comp?} and
view.res.custom {factor, comp?} (the comp's Resolution, saved with the project but no undo
step; ui.set {viewer: {res}} sets the active comp's, and ui.inspect reports it as
ui.viewer.res), view.setRegionOfInterest {rect}, view.addGuide {percent?},
view.addPercentGuide, view.convertGuides {to: percent|pixels, index?},
view.moveGuide (comp pixels, whatever the guide's unit), view.removeGuide, effect.setLabel {layer?, effect, label}; editing: shape.newPath (Pen on shape layers),
shape.newShape (the shape tools: a new group in the selected shape layer, else a new shape layer),
shape.toolOptions (the Tools bar's Tool Creates Shape / Mask and Fill and Stroke Options),
mask.insertVertex, mask.convertVertex, mask.deleteVertices, path.freeTransform (masks and
shape paths by uid), keys.setSpatialTangents (motion-path handles) and keys.transform (Graph
Editor transform box, timeline Alt-drag scaling).
The MCP server's bridge mode (effectcraft-cli mcp --bridge 9877) is a thin client of this protocol;
see agents.md.
Keyframe command times (prop.set, prop.addKey, keys.set, keys.select) default to layer
seconds. Set timeBase: "comp" for comp seconds; keys.set.newTime and every
keys.select.keys[].time use the same input base. 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 on stretched or reversed layers. Existing keys.set neighbor
constraints and roving adjustment can change the final stored time.
Explicit bases add layerTime and compTime to unsplit prop.set and prop.addKey replies,
alongside value or count. Separated Position prop.set keeps an array of per-axis replies.
Explicit keys.select replies contain count and keys[], with timing on each key in the
resulting selection. Key metadata's time remains layer seconds regardless of the input base.
Without timeBase, these three commands retain their existing JSON value/count replies,
including outside the layer's [in, out) range. Timing metadata carries outside-range warnings;
keys.set and prop.get.keys[] report both bases and warnings without an explicit base too.
prop.get.time is comp seconds. For these commands, path or prop identifies a property, not a group.
Set a layer's offset with layer.timing {layer, start} (comp seconds).
Panels dock in craft-ui's shared docking (craft_ui::docking): split frames, tab groups,
stacked panels and floating windows. Every change, by pointer, menu or command, is one
transaction that checks the whole result; an invalid one returns an error and leaves the layout
unchanged. No move or float may leave the docked area empty; closing its last panel is allowed.
Panels name themselves by id ("EffectControls"), by title ("Effect Controls") where a command
takes a name, or as {"Viewer":42} and {"ScriptPanel":77} for viewers and ScriptUI panels.
window.dockAction {action}applies one craft-uiActionin its JSON form. For example,{"action":{"ResizeSplit":{"path":[],"size":{"FixedFirst":360}}}}resizes the root split (path entries arefalsefor the first child andtruefor the second), and{"action":{"MoveFloating":{"panel":"Info","rect":[45,65,420,320]}}}moves and resizes the floating window holding Info.OpenandOpenAtare refused: panels open through the panel commands (window.panel,ui.panel.show), which run the viewer and ScriptUI lifecycles. Closing runs them too. Pointer gestures dispatch through this command.- craft-ui's commands:
window.panel.move,.float,.dock,.activate,.close,.closeGroup,.closeOthers,.minimize,.iconic,.windowand.layout, with the params of craft-ui'sDockCommand(docs/ui-docking.mdin craft-libs).window.panel.<Panel>(window.panel.Align) opens and shows that panel.window.panel.activateon a closed panel reopens it where it was. ui.dock {operation, panel, …}orui.dock {action}: craft-ui'sui.dockoperations (open,close,activate,float {rect},moveFloating {rect},move {target, zone?, before?},setStackOpen {open},resizeStack {height},resizeSplit {path, size};rectis[x, y, width, height]). It returns{"docking": workspace}.ui.dock.resetreturns the current workspace to its saved or built-in layout and returns the same.window.dockPanel {panel, anchor?, zone?, before?}docks aswindow.panel.dock:zoneiscenter,tab,left,right,top,bottom,aboveorbelow; without an anchor a side zone docks along that edge of the whole workspace.window.floatPanel {panel, rect?}requires exactly four finite numbers whenrectis given and otherwise floats a 420x320 window in the middle of the app window.window.closePanel {panel}closes it.window.panelWindow {panel, window?}puts a panel in a floating window of its own with a desktop place over the panel's place in the main window, and returns{"window": bool}. A docked panel floats first.windowfalse docks it again, as a tab of the first docked group; withoutwindowit toggles.
On desktop every floating window is an OS window of its own (craft-ui's native-windows), which
can go on another monitor; on Wayland, on the web and where egui embeds viewports, floating
windows stay in the main window. Keys pressed in a floating window that none of its widgets uses
run the main window's shortcuts, and files dropped on one import as on the main window. While a
modal dialog is open, floating windows take no input.
The automation ids of the docking chrome are panel.tab.<Panel>, panel.drag.<Panel> (a
group's drag bar), panel.tabs.more.<Panel>, panel.menu.<Panel> (≡), panel.header.<Panel>
(a stacked panel's open and close button), panel.tab.<Panel>.lock (viewer lock),
panel.tab.Timeline.<comp> and panel.tab.Timeline.close (the Timeline's comp tabs),
panel.float.<n>.move, .close, .resize and .resize.<Edge> for floating window n,
dock.gutter.<path> for dividers (a/b per split level; a stack's gap below entry i adds
s<i>) and dock.corner.<outer>.<inner> where two dividers meet.
Saved workspaces (workspaces.json, version 2) hold craft-ui Workspaces: the layout, the
closed panels with where each goes back, the lock, and each floating window's desktop place. A
version 1 file (EffectCraft 0.10 and earlier) and the older unversioned record of
named workspaces load with every panel in place: the current layout, the named workspaces,
floating windows and their native window places. A column of stacked frames becomes tab groups
split top to bottom: each open frame keeps all its tabs and its height (as a fixed size), and a
closed frame's tabs join the open frame above it. A native window's place moves from the OS
window's outer position to its content's, by the main window's title bar, before the first save.
Panels that were closed stay closed and reopen at their default place. The first save writes version 2 and keeps
the earlier file as workspaces.old.json. A damaged, unknown or newer file loads as the default
layout and is left unchanged.