Plan AI short films with story, shots, prompts, and continuity.
日本語の概要は準備中です。原文の説明を表示しています。
Use when a OpenChatCut video editing or creation workflow needs export, render, download, share, final delivery, subtitle-file export, render choice, local-only asset handling, or export fallback explanation.
インストール方法を見るインストールする前に、エージェントに与えられる指示の中身を確認できます。
Use OpenChatCut's export tools for delivery. An export request should call submit_export (or submit_render_job for async), then use track_export for status and final delivery when the result is not returned immediately.
Default policy:
submit_export when the user asks to export/share/finalize the OpenChatCut timeline.ffmpeg work as a OpenChatCut tool. Use sandbox ffmpeg for full video processing only when the user explicitly asks for a standalone local-file operation outside a OpenChatCut editing workflow. For OpenChatCut editing tasks, do not produce a pre-edited or flattened local render as the primary review/final deliverable; use OpenChatCut export.Use submit_export for the execution path:
{
"format": "video",
"codec": "h264",
"resolution": "1080p",
"fps": 30,
"name": "final-cut"
}
Video codec options are h264 (MP4, default) and vp8 (WebM). Video frame-rate options match the editor UI: 24, 25, 30, 50, or 60; omit fps to match the timeline. Audio export is MP3: pass "format":"audio" and omit codec / fps unless you explicitly pass "codec":"mp3".
submit_export returns a durable renderId. Some export types, such as subtitle files, may complete immediately and return downloadUrl; video/audio usually require track_export to wait for completion.
After getting each downloadUrl:
~/Downloads on macOS/Linux, or %USERPROFILE%\Downloads on Windows..crdownload files..crdownload exists, do not trigger another download. Wait until Chrome removes the .crdownload suffix and the final file size stops changing, then use that completed file.name (1).mp4 when needed.If the project contains local-only assets, upload/register cloud-readable replacements before rendering, or use the Local CLI Export path when the user wants to stay local.
Report the returned renderId when present. The job is also visible in the editor's top-right export queue, including progress and cancellation. Use saveToMediaPool:true when the user asks to retain the result in My Media or when the active workflow explicitly defaults to automatic materialization, such as livestream-to-clips; otherwise the default remains a normal downloadable export. For long videos, call track_export once with action:"wait" and timeoutSeconds:20. If it returns waitExpired:true, report that the render continues in the background and end the turn. Check it later with action:"status"; repeated waits only hold the Agent turn open. Do not start another export for the same timeline while this render is active.
Use track_export when the user asks about export/render status, or when the current turn genuinely needs to wait for a submitted video/audio render. Completed connector exports return downloadUrl; for every completed entry, download the file to Downloads using the collision-safe rules above and show it inline in chat:
{
"action": "status",
"renderIds": "abc123"
}
For the latest project export, omit renderIds and pass "latest": true. track_progress is for generation/transcription/upload jobs, not render jobs.
For NLE XML, use submit_export with format:"xml":
{
"format": "xml",
"nleFormat": "fcp_xml_resolve",
"timelineId": "abc123"
}
nleFormat values are fcp_xml for Premiere XML (default) and fcp_xml_resolve for DaVinci Resolve XML. Omit timelineId for the active timeline, or pass a timeline id/prefix for a non-active timeline. Read and report warnings: captions, solids, SVG, unsupported clip attributes, and unrendered motion graphics may be dropped by the XML format. Motion graphics are only represented in XML when a transparent-ProRes MG export flow supplies motionGraphicRenderKeys; otherwise the exporter reports them as dropped.
For media-pool source download, use request_asset_download on a file-backed source asset. It returns a guarded backend download URL/path for the original source media. Do not use pull_asset for user downloads; pull_asset is sandbox-only.
For subtitle files, use submit_export with format:"subtitles":
{
"format": "subtitles",
"subtitleFormat": "srt"
}
Formats are srt and txt. The export uses the captions item's actual timeline word timing, source scope, translation variants, display-text overrides, and pacing fields such as wordsPerPage / maxCharactersPerLine, and creates a durable downloadable export job. It is appropriate for downloadable subtitle files. It does not yet reuse the browser Remotion caption page planner, so visual line wrapping/page breaks are timing-correct but approximate rather than byte-identical to burned-in caption pagination. For non-active timelines, pass timelineId from manage_timelines or read_project.
For one motion graphic as transparent ProRes 4444, use export_motion_graphic_prores:
{
"itemId": "abc123",
"filenameMode": "asset"
}
Prefer itemId when exporting a specific timeline instance, because the item carries live propertyOverrides such as edited text. Use assetId for a media-pool motion graphic; the backend will use the first timeline instance for that asset when present, matching the editor's media-pool export behavior. For several motion graphics, pass itemIds or assetIds in one call. Each motion graphic still becomes a separate durable render; use track_export with the returned renderIds to wait, then download through each returned render download path.
When preparing XML that should reference rendered motion graphics, pass "filenameMode":"xml" and the same timelineId to export_motion_graphic_prores, then keep the returned motionGraphicRenderKey / motionGraphicRenderKeys; after the render completes, pass those keys and the same timelineId in submit_export.motionGraphicRenderKeys with format:"xml".
All rendering is local: submit_export / submit_render_job drive the local render service (headless Chrome over the same timeline state the editor shows), reading media straight from /media/uploads/ on disk. There is no S3 requirement, no CLI, and no cloud job to wait on for disk-backed assets.
submit_export: subtitles/XML return synchronously; video/audio also render in-call in this build (long timelines can take a while — warn the user instead of polling).submit_render_job + track_export: the async route — returns a renderId immediately, poll with track_export (renderIds / latest / onlyActive), then hand the user the returned download path.blob: placeholders (upload in flight) are not renderable yet — wait for track_progress target=upload to report ready before submitting.If a render fails because an asset's bytes are missing (placeholder never relinked, file deleted from disk):
download_media to restore bytes, then resubmit.Do not tell the user they need to understand HTML-in-Canvas, Remotion, or storage internals unless debugging. Explain at product level:
For submit_export, record:
renderIdRecord uploaded asset IDs and any fallback tried when cloud export was blocked by local-only assets.
まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Plan AI short films with story, shots, prompts, and continuity.
日本語の概要は準備中です。原文の説明を表示しています。
Use when acquiring or importing media into a OpenChatCut project asset library for video editing or creation, including local/attached videos, user-provided paths, public media URLs, web video/audio/image assets, upload fallback decisions, and deciding between import_media, download_media, or manual user action.
日本語の概要は準備中です。原文の説明を表示しています。
Turn one pool of existing project media into a batch of distinct, publishable montage cuts instead of a single hero edit. Use for batch montage, one-source-many-outputs, 一源多出, 批量混剪, 批量出片, 矩阵号, 多账号分发, variant batches, deduped cuts, 去重变体, 防搬运, or when the user asks for N different versions of the same footage.
日本語の概要は準備中です。原文の説明を表示しています。
Plan and build a finished beat-synced montage where cut placement serves the content, not just the metronome. Use for 卡点混剪, 卡点剪辑, 踩点视频, beat-sync montage, rhythm edit, 节奏剪辑, 音乐驱动剪辑, or when the user wants cuts that land on the beat.
日本語の概要は準備中です。原文の説明を表示しています。
Use whenever the agent needs to add, create, hand-author, patch, or place Motion Graphic JSX assets in a OpenChatCut project. This is the direct-authoring path: use create_motion_graphic_from_code / edit_asset / edit_item, not motion-graphic-gen or submit_motion_graphic. Covers project/timeline intake, project visual language, editable properties, asset binding, inline JSX authoring, existing asset updates, timeline placement, and verification.
日本語の概要は準備中です。原文の説明を表示しています。
Assemble product footage, UGC, and b-roll into a conversion-oriented montage with a hook → pain → demo → proof → CTA rhythm. Use for 带货混剪, 产品混剪, 商品短视频, 种草视频, ecommerce montage, product reel, UGC cutdown, or when the user wants selling footage cut into a short that converts.
日本語の概要は準備中です。原文の説明を表示しています。