# eroq panel for Premiere Pro and After Effects — generate, then import

> One CEP extension for Premiere Pro and After Effects. Render video, images and speech with eroq and import them into the open project. Install steps and limits.

Published 2026-09-06 · eroq.ai — canonical: https://eroq.ai/blog/eroq-panel-for-premiere-pro-and-after-effects


Editors do not want another browser tab. They want the b-roll insert, the placeholder still and the scratch voice-over to show up in the project bin, named sensibly, without a downloads folder in between. The eroq panel for Premiere Pro and After Effects does that one thing: describe what you need, pick an engine, render, and the file is imported into the open project.

This note covers what the panel does, the generate-to-import loop, why one extension serves both apps, how to install it while it is unsigned, and where it still falls short.

## What the panel does

The panel is a plain client of the same `/v1` API the studio uses — same models, same credit prices, same wallet. Three tabs:

- **Video** — prompt, engine, duration, aspect ratio. Render, poll, download, import.
- **Image** — prompt, model, render, import. Handy for temp frames, title backgrounds and mood boards inside the project.
- **Speech** — text, a voice from the roster or one of your clones, MP3, import. Scratch narration in thirty seconds instead of a recording session.

Sign in with an API key from the developers dashboard; the credits meter lives in the panel header. Every render is also saved under `~/Documents/eroq/` (the path is shown in the footer) with an "Import again" button per file, so a clip you deleted from the project is one click away. And like everything rendered through the API, it lands in your [Library](/studio/library) with its recipe.

## The loop, with a real example

Say the cut needs an atmospheric insert between two interview segments: rain on a window at night, about five seconds, wide. Paste this into the Video tab:

```text
Handheld close-up of rain hitting a café window at night, neon sign reflections
bleeding red and cyan across the wet glass, shallow focus, slow drift left, a
blurred figure passing outside, moody and patient, 35mm film grain, natural
street light.
```

Then:

1. **Engine.** [Motion One](/models/eroq-motion-one) works on any account (100 credits for 5 s, 180 for 10 s). The engine cards show availability and plan gates the same way the studio does — a premium engine you have not unlocked is visible, labeled, and not clickable.
2. **Duration pill.** 5 s. **Aspect.** 16:9 to match the sequence.
3. **Render.** The panel polls the job, downloads the MP4 to `~/Documents/eroq/`, and imports it — into the project bin in Premiere, into the project panel in After Effects.
4. Drag it onto the timeline. Done.

For the voice-over, switch to Speech, pick Orion for a low, calm read (or Aria for a warmer one), type the line with the punctuation you want performed, and import. [Voice One](/models/eroq-voice-one) costs 3 credits per 100 characters, so a full minute of narration is pocket change next to the clip.

## One extension for both apps

There is one codebase, not two. After Effects has no UXP panel support and Premiere's UXP surface is still partial — as of September 2026, verify the current state on Adobe's site — while CEP 9 and later runs identically in Premiere Pro 13+ and After Effects 16+. So the panel is a CEP extension, and the same folder loads in both hosts.

API traffic goes through CEP's Node integration rather than the panel's browser context, which sidesteps the CORS sandbox; nothing to configure on your side. Importing is a small piece of ExtendScript that calls Premiere's file import or builds an After Effects import, depending on which host is running.

## Install in developer mode

The panel is currently distributed unsigned, so the host has to be told to load unsigned extensions. That is one flag, called PlayerDebugMode.

macOS — repeat for the CSXS versions your apps use (9 through 12):

```bash
defaults write com.adobe.CSXS.11 PlayerDebugMode 1
defaults write com.adobe.CSXS.12 PlayerDebugMode 1
```

Windows: in the registry, under `HKEY_CURRENT_USER\Software\Adobe\CSXS.11`, add a string value `PlayerDebugMode` set to `1` (again, per CSXS version).

Then put the extension folder where CEP looks:

```bash
ln -s /path/to/eroq-panel ~/Library/Application\ Support/Adobe/CEP/extensions/eroq   # macOS, per user
```

On Windows the folder is `%APPDATA%\Adobe\CEP\extensions\eroq`. Restart the app, then open Window, Extensions, eroq. Paste your API key and you are in.

## Current limitations

An honest list, because an editor's time is expensive:

- **Unsigned.** Until the extension is packaged and signed, developer mode is the only way in. A signed package is the plan; the panel itself is ready.
- **Early.** It has had far fewer hours in real edit suites than the studio has had in browsers. Expect rough edges and tell us about them.
- **Plan rules apply inside the panel.** Free accounts get clips up to 10 seconds; Hobby 15, Creator 20, Studio and above 30. Premium engines (Seedance, Kling, Hailuo, Veo) need the plan that unlocks them and are SFW only, moderated upstream; Motion One is the uncensored engine. See the [pricing page](/pricing).
- **No timeline awareness.** The panel does not read your sequence settings; you pick the aspect ratio and duration yourself.
- **Whole files only.** The clip downloads in full before import — no streaming preview — and a render takes one to five minutes, like everywhere else.
- **No Film mode.** Multi-scene storyboards live in the studio's [Film mode](/studio/video); the panel renders one clip at a time.

Failed renders refund themselves, and a prompt outside the acceptable-use policy returns an error and is never charged — the panel shows the message instead of a spinner that never ends.

## FAQ

### Does the panel need a subscription?

No. It needs an API key and credits. New accounts get 50 free credits; packs and plans are on the pricing page. Plans matter only if you want premium engines or clips longer than 10 seconds.

### Where do the files go?

`~/Documents/eroq/` on disk, the open project's bin or project panel after import, and your eroq Library online.

### Will it be available as a signed install?

That is the intent. Until then, PlayerDebugMode and a symlink take about two minutes.

Want the b-roll without the browser tab? [Get an API key](/signup) and drop the panel into CEP.
