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100
MCP live MCP 2025-11-25 streamable-http

Framesail AI

com.framesail/framesail

Create long-form YouTube videos end to end: script, storyboard, voiceover, final MP4.

Uptime
100.0%
1 direct probes · 30d
Response
1423ms
last probe
Tools
72
callable
Resources
0
readable
Prompts
0
available

Tools · 72

list_channels

List your channels. Every project lives in a channel, which owns the reusable styles (art/narrative/director) that drive generation.

create_channel

Create a new channel — the container for projects and their reusable styles. Use when the user wants a fresh creative identity rather than adding to an existing channel.

list_projects

List projects in a channel.

create_project

Create a project. The description (the video concept/topic) seeds script generation, so write a meaningful one. Pass video_format='portrait' for a vertical video — every shot, overlay, and the…

get_project

Fetch a project row — settings, voice config, default style, export URL.

update_project

Patch project fields. Updatable: title, description, sfx_level, video_concept, voice_mix, voice_tts_provider, script_target_minutes, narrator_speed, video_format. (The narrator's TTS voice…

delete_project

Permanently delete a project and everything in it (script versions, assets, voiceover, segments, renders). Irreversible — confirm with your user first.

set_project_style

Set the project's default style — the style whose art/narrative/director fields drive its generations. Use after create_style to put a new visual identity into effect, or to switch a project b…

update_caption_config

Merge a patch into the project's burned-in caption config (keys like enabled, plus styling). Read the current value from get_project (caption_config). Applies at the next export — no rebuild n…

get_pipeline_progress

THE resume/orientation tool: one call returns every pipeline step's state (script -> scan -> reference_images -> voices -> voiceover -> style_templates -> storyboard -> segment_assets -> scene…

get_workflow_status

Poll this between steps: returns active + recently-finished AI jobs (scope by project_id, or style_id for style analysis), plus per-segment- asset render statuses for projects. A step is done …

await_jobs

Block (server-side) until the scope has no pending/running jobs, or the timeout passes — use this instead of polling get_workflow_status yourself. Returns {done, jobs}. If done=false the work …

get_section_template

Inspect the prompt sections a generation job exposes for per-call override via editable_sections (jobs: script, script_scan, storyboard, segment_image, segment_video, voice_block, ...). Sectio…

list_models

List the models allowed for a generation job, with display names, credit estimates, and each model's settings_schema — the valid keys for that tool's `settings` param (e.g. image quality/orien…

generate_script

Generate the project's script from its description/concept and the channel's narrative style. Async — returns {job_id}; poll get_workflow_status.

get_script

Read the active script's full text + the version list. Use this to show the script to your user for review/feedback before scan_script — the review-edit-resave loop (get_script -> discuss -> s…

save_script

Save script text (your own draft, or an edited version of the generated one). Saving UPDATES the active version in place — the previous text is not kept, so show the user the current script (g…

revise_script

AI-rewrite a passage of the active script in the project's narrative voice (the same in-editor revise the UI offers). selected_text must appear verbatim in the script; omit it to revise the wh…

activate_script_version

Switch the project's active script to another saved version (ids come from get_script's version list — each generate_script run creates one; save_script edits the active version in place). Re-…

scan_script

Analyze the active script: extracts character/environment/object assets and splits narration into voice blocks. DESTRUCTIVE on re-run (assets are recreated, not merged — curated descriptions, …

list_assets

List the project's assets extracted by scan_script — characters, environments, objects. Each has a description (the spec every shot uses to render it — surfaced top-level here; the raw row nes…

create_asset

Manually add a character/environment/object the scan missed. asset_type: "character" | "environment" | "object". The description is the generation-facing spec of its look — be specific. T…

update_asset

Rename an asset and/or rewrite its description. If the look changed, regenerate its reference image afterwards so renders match.

delete_asset

Delete a project asset (e.g. one the scan over-extracted).

generate_asset_reference

Render an asset's reference image in the channel's art style — the visual anchor that keeps a character/environment looking identical across every shot. EVERY character, environment, and objec…

set_character_voice

Bind a TTS voice to a character asset — required before generate_voiceover for every character with dialogue (the narrator's voice is separate: set_narrator_voice). Browse ids with list_voices…

list_voices

List available TTS voices (id, label, preview audio URL) for a provider: "minimax" (default engine) or "elevenlabs". Match the project's voice_tts_provider (see get_project) so picked ids work…

set_narrator_voice

Set the project's narrator TTS voice — required before generate_voiceover whenever the script has narration. Browse ids with list_voices. (Character dialogue voices are separate: set_character…

list_voice_blocks

List the project's voice blocks (per-speaker narration chunks) with their audio status and assigned voices. A block's `scene_direction` is the script's `[SCENE: ...]` direction governing it (n…

update_voice_block

Override one voice block's voice or playback volume (block ids from list_voice_blocks). Re-run generate_voiceover for the block afterwards if you changed its voice — existing audio is not rege…

rescan_voice_blocks

Re-extract voice blocks from the active script WITHOUT touching assets or their reference images — the non-destructive alternative to scan_script after a script edit. Blocks whose spoken text …

generate_voiceover

Generate TTS audio for the project's voice blocks. Without voice_block_ids it fills gaps: only blocks with no audio yet run, so re-calling it is always safe (already-generated and currently-ge…

generate_storyboard

Plan the full visual storyboard: segments, shot pacing, image/video prompts, overlays, continuation chains — driven by the channel's director and art styles. Requires voiceover to exist (timin…

get_segments

List the storyboard's segments (narration span, type, duration, creative direction). The 1-based segment_number is the handle every segment tool takes (update/split/combine/continuation/regene…

get_segment_assets

List one segment's assets (images/video/overlays) including their status, config (prompts, model), and public URLs of rendered files — pass an image's public_url to view_image to actually look…

regenerate_segment_asset

Regenerate a segment's primary image or video with optional overrides — the API equivalent of the editor's expert drawer. asset_type: "image" | "video" (for a video segment, "image" targets it…

rollback_segment_asset

Restore a previously rendered version of a segment's image or video — every regeneration archives the render it replaces (last 5), so a regen that came out worse is reversible for free. The cu…

change_segment_type

Change what a segment's base visual IS: a generated still ("image"), fetched real media (media_source="real" — a real photo for "image", stock b-roll footage for "video"), or an overlay scene.…

animate_segment

Animate one segment in a single call: flip it to a generated video shot (keeping its rendered image as the clip's first frame) and START the clip render immediately. BILLS video credits on thi…

update_segment_content

Rewrite one segment's creative direction from feedback ("make this shot a close-up", "show the machine from above") — an LLM rewrites the shot's prompts; continuation links, SFX, and overlays …

update_segment_prompts

Set one segment's final prompts VERBATIM — no LLM rewrite. The direct counterpart to update_segment_content: your text is written as-is to the segment's creative direction and to the matching …

split_segment

Split a segment at the given time offsets (ms, 1-3 cuts → 2-4 parts). inherit_index picks which resulting part keeps the original creative data — that part keeps its rendered assets, SFX, over…

combine_segments

Merge a segment with an adjacent one (segment numbers must be neighbors). keep: "this" | "other" — whose creative data survives: its assets are kept (rendered frame/clip marked stale against t…

set_segment_continuation

Make a segment's image render as a continuation of an EARLIER segment's frame (same composition evolving — the storyboard's continues_from_segment, settable after the fact). continues_from is …

add_segment_sfx

Attach a sound effect from the audio library to a segment (find track ids via browse_audio_library with category="sfx"). Re-run build_scenes to get it onto the timeline.

remove_segment_sfx

Remove a sound effect from a segment. With one SFX attached, no name needed; with several, pass sfx_name (the asset name shown by get_segment_assets).

generate_segments

Render every actionable segment asset (images, video clips, overlays) across the project, in dependency order. THE most expensive call in the pipeline: ALWAYS dry_run=true first, show your use…

build_scenes

Compile segments + assets + voiceover into the editor/render timeline (scenes). Run after segment assets are complete, before export. Returns a receipt — {scene_count, scenes: [{scene_id, segm…

list_scenes

List the project's scenes in timeline order. Default rows are light summaries ({scene_id, segment_number, duration_frames, status, layer_count}) — enough to address a scene by number or id; …

director_note

Edit ONE scene with a natural-language note (the same director chat the editor UI uses): move/restyle/add/remove layers and overlays, retime, etc. Synchronous — returns the applied mutations +…

project_director_note

Apply a project-WIDE director note ("make the intro punchier", "all captions bigger", "tighten pacing in the back half"). A routing pass picks only the scenes the note applies to and edits eac…

export_video

Render the final MP4 (Remotion). Fetches the current timeline and queues the render. Async — poll get_workflow_status for the video_export job, then call get_video_url.

get_video_url

Download URL for the most recent completed export.

list_styles

List the channel's style rows (variable groups). Styles hold the art_style / narrative_style / director_style / script_prompt fields that drive every generation step, plus any custom @variable…

get_style

Fetch one style row — its inputs (reference material), analyzed fields (art_style, narrative_style, director_style, script_prompt, ...), and `templates`: {"character": url|null, "environment":…

update_style_fields

Hand-edit a style's analyzed fields after reviewing them — e.g. tighten the art_style wording or adjust the director_style pacing rules. `fields` is a PATCH, merged over what the style alread…

update_style_references

Replace a style's reference set — add or remove references without touching the analyzed fields. FULL REPLACE: read the current list with get_style first and send every entry you're keepi…

list_style_presets

The curated preset catalog for the no-AI style creation path, grouped by axis (art_style / narrative_style / director_style). Show the user the labels + descriptions and let THEM pick one per …

create_style

Create a style. Two mutually exclusive paths: References (best): inputs=[{"input_type": "youtube" | "text", "value": "<url or description>"}] — YouTube videos are watched (a channel link or …

analyze_style

Re-run style analysis (after changing a style's inputs). Async — await_jobs(style_id=...) until the style_analysis job completes.

generate_style_template

Render one of a style's two template images — a REAL step of style setup, not an optional extra: a style isn't finished until both its character and environment templates are rendered (the app…

delete_style

Delete a style (e.g. a failed analysis experiment). Don't delete a style that projects still use as their default — rebind them first with set_project_style.

set_provider_key

Register a BYOK provider API key (encrypted at rest, BYOK plan only). Jobs whose model belongs to this provider then run on YOUR key and charge 0 credits. Providers: openai, gemini, anthropic,…

list_provider_keys

List registered BYOK providers (masked — only the last 4 characters). Returns {keys: [...]}; an empty list means no keys are registered (every job bills platform credits).

whoami

Verify the connection: the account email and plan behind the current credential. Call once after connecting — before creating anything — to confirm you're on the right account; costs nothing.

get_credit_balance

Current credit balance + plan info. Check before expensive steps (a full segment render can cost hundreds of credits — generate_segments dry_run gives the estimate). Jobs covered by a BYOK pro…

browse_audio_library

Browse the audio library for background music and sound effects. category: "music" | "sfx". Returns {tracks} — track ids feed add_music_track / add_segment_sfx. Zero matches also returns the m…

list_music_tracks

List the project's background music tracks (volume, loop, timing).

add_music_track

Add background music to the project from the audio library (find track ids with browse_audio_library, category="music"). Defaults loop the track under the whole video at bed level (volume 0.12…

update_music_track

Tweak a music track. fields keys: name, volume (0-1), loop, start_frame, duration_frames, position, trim_start_frame, trim_end_frame.

remove_music_track

Remove a music track from the project.

view_image

Fetch a rendered Framesail image so you (and your user) can SEE it — pass a URL from get_segment_assets, get_style, or asset endpoints. Returns the image inline. Only Framesail media URLs are …

How to use

Add to your Claude Desktop / Cursor / Cline MCP config:

{
  "mcpServers": {
    "framesail_ai": {
      "url": "https://api.framesail.com/mcp",
      "transport": "streamable-http"
    }
  }
}