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 checking whether agent edits are reflected in the OpenChatCut project and editor.
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 the lowest verification level that proves the requested result:
| Level | Required evidence |
|---|---|
| L0 | Static checks such as the focused verification script, npx tsc --noEmit, tests, and build. |
| L1 | A real Agent run against the editor at localhost:5199, followed by structural and rendered evidence. |
| L2 | The packaged desktop app completing the user scenario, including human visual review where automation is insufficient. |
Runtime behavior changes require L0 + L1. Release and desktop-only changes also require L2 when the packaged app is the behavior under test.
Prefer two signals:
read_project for structure: assets, tracks, items, frame placement, timeline duration.Use view_timeline_frames for composed timeline proof. This verifies the edited OpenChatCut timeline: trims, layers, captions, effects,
markers, placeholders, crops, transitions, and layout.
For raw source-asset frame inspection, choose the cheapest path based on where the bytes live:
/media/uploads/). Use view_asset_frames with
the project asset id — the server takes an ffmpeg contact-sheet fast path
automatically, so it is already the cheapest source-frame route.view_timeline_frames renders the composed timeline (the editor-truth check);
view_asset_frames samples raw source frames. Pick by what you are verifying.get_contact_sheet tool in this build — the contact
sheet is what view_asset_frames / view_timeline_frames already return.Use local/remote source-frame artifacts only for source understanding, moment selection, and rough trim decisions, not as edited output or timeline proof.
For local-only or upload-in-progress media, composed timeline proof may be
blocked until the asset has bytes available to the renderer. Source-frame
inspection via view_asset_frames still works as long as the asset's bytes are
on disk (/media/uploads/).
If both visual proof paths are blocked, ask the user to inspect the OpenChatCut editor directly and note the blocker explicitly.
Useful checks:
read_project({ "view": "assets", "assetId": "<prefix>" })read_project({ "view": "timeline" })view_timeline_frames({ "frames": [30, 45, 75] }), then look at the returned frames.view_asset_frames and inspect them. Use that only to choose source files, moments, and rough trims. Build the visible edit as OpenChatCut timeline items. Do not treat raw source inspection as timeline verification or as permission to produce the edited video elsewhere.view_asset_frames({"assetId":"...","sourceTimesMs":[...]}) after read_project({"view":"assets"}) confirms the asset id/type. Prefer this over asking the user to reattach the file.When talking about seconds, verify the fps from read_project or use adapter tools that resolve fps internally.
When reporting a timeline item location, use only the latest read_project structure for track alias, item id, start, duration, and asset id. Do not report planned/default tracks or tool-call intent as verified placement.
Do not treat a command-line JSON response alone as sufficient when the user asks whether the editor reflects the result. Use the editor URL or visual proof when practical.
After every L1 Agent run, inspect the complete chat record before reporting success:
read_project result with the visible timeline.A run with a correct-looking timeline but an unreported tool error is not a clean pass. Fix the cause or report the remaining error explicitly.
If verification fails, classify the gap before changing tools:
read_project did not expose enough state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。