Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add skills/daredev256/fcp-mcp-server/skillnpx skills add DareDev256/fcp-mcp-server --skill skillgit clone --depth 1 https://github.com/DareDev256/fcp-mcp-serverWhat it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00113 | $0.01133 |
| Opus 5 | $0.00056 | $0.00566 |
| Sonnet 5 | $0.00023 | $0.00227 |
| Haiku 4.5 | $0.00011 | $0.00113 |
Grade A, and why
final-cut-pro scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 3d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 87 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Final Cut Pro editing via FCPXML
Before you touch anything
Always inspect then diagnose before you edit. Timelines carry structure
that is not obvious from a filename, and an edit against a wrong assumption is
expensive to undo.
inspectwith actionanalyze_timelinefor shape, duration, resolution.diagnosewith actionvalidate_timelinefor gaps, flash frames, duplicates.- Read the
preview://<path>resource to actually SEE the timeline before you change anything. It renders a self-contained HTML timeline, including connected clips on their own lane rows, so you can see B-roll and audio layers, not just the primary storyline.
The seven groups
| Group | Use it for |
|---|---|
inspect |
Read-only understanding. Start here, always. |
diagnose |
Find problems: gaps, flash frames, dead air, duplicates, beats. |
edit |
Change clips: insert, delete, trim, split, reorder, retime, remove silence. |
mark |
Markers and chapters, including SRT/VTT and beat import. |
generate |
Build new structure: rough cuts, montages, A/B roll, templates. |
transcript |
Transcribe locally, then edit or clean up by what was SAID. |
deliver |
Export to other NLEs, reformat, relink, push into FCP. |
Every call takes {"action": "...", "args": {...}}. If you pass an action the
group does not own, the error lists the valid ones — read it rather than
guessing.
FCPXML facts that will bite you
- Time is rational, never float.
3600/2400sis 1.5 seconds. Never do float math on timecode and never round it yourself. offsetis the timeline position.startis the source in-point. They are different numbers and confusing them silently shifts an edit.- Library clips and timeline clips are different elements.
<asset-clip>lives in the library,<clip>lives on the timeline. - Markers are children of clips, not siblings.
- The
<spine>is the primary storyline. Connected clips hang off spine clips by lane: positive is above (video), negative is below (audio). .fcpxmldbundles are directories, wrappingInfo.fcpxmlplus sidecar data. Sidecars must be preserved on save or object-tracking and Cinematic data is destroyed.- Duplicate clip names are common. Prefer element-based operations over name lookups where a tool offers both.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 3d ago First seen · 87 lines · 113 tokens per session scan A cfaf5e1063bd
final-cut-pro is a skill published in the GitHub repository DareDev256/fcp-mcp-server (95 stars, last pushed 2d ago), licensed MIT. It adds 113 tokens to every session and 1,133 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other skills, from other repositories
chatcut-to-fcpxml
Clone a ChatCut project into Final Cut Pro via FCPXML with frame accuracy — cuts, multi-track overlays, zoom moves (static punch-ins and keyframed slow pushes), music/SFX with volumes and fades, and native iTT captions. Use this skill whenever a user wants to export, hand off, convert, or "open in Final Cut Pro / FCP"…
systematic-debugging
Use when encountering any bug, test failure, or unexpected behavior, before proposing fixes.
brainstorming
You MUST use this before any creative work - creating features, building components, adding functionality, or modifying behavior. Explores user intent, requirements and design before implementation.
auto-perf-optimize
Run agent-driven VS Code performance or memory investigations. Use when asked to launch Code OSS, automate a VS Code scenario, run the Chat memory smoke runner, capture renderer heap snapshots, take workflow screenshots, compare run summaries, or drive a repeatable scenario before heap-snapshot analysis.
chat-perf
Run chat perf benchmarks and memory leak checks against the local dev build or any published VS Code version. Use when investigating chat rendering regressions, validating perf-sensitive changes to chat UI, or checking for memory leaks in the chat response pipeline.
chat-pet-sprite-creation
Use when creating or changing VS Code chat pet sprite art, sprite sheets, state animations, eye treatments, Stable/Insiders variants, or pet transitions under src/vs/workbench/contrib/chat/browser/widget/media/chatPet.