78trust / 100

Framesail

by framesail.com in News & content

MCP serverPassing, checked 6 h ago

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

https://api.framesail.com/mcp

Last 30 days

All checks passedSome failedAll failedNot checked
Uptime
100%
Response time
442 ms typical, 532 ms slowest 5%
Last check
6 h ago
Next check
any minute now

How to call it

Add it to any MCP client that supports remote servers.

{
  "mcpServers": {
    "framesail": {
      "type": "http",
      "url": "https://api.framesail.com/mcp"
    }
  }
}

28 tools

  • get_status

    Where things stand and what to do next; start and resume here. Always reports the account: plan, credits, credits held by running jobs, and credits_available to spend. project_id adds the project's settings, each step's state and web link, jobs with readable errors, export_url a

  • view_image

    Show a Framesail image inline: a segment image, reference image, style template or preset preview.

  • get_generation_options

    What a generate call can be told to use. models: the allowed models with credit estimates and settings_schema (the valid settings keys); is_default marks the default (the account's saved choice, else Framesail's). Voice and clip models come in families, each with its own default

  • account_edit

    The account's default model and settings for one kind of generation, used when neither the call nor the item's prompt editor names one. voice_block needs provider and segment_video needs talking_head: each family keeps its own default.

  • delete

    Permanently delete; irreversible, so confirm with the user first. project: it and everything in it. asset: a character, environment or object. music_track: a background music track. segment_extra: a segment's sound effect or overlay, with its scene layers. A segment's image, clip

  • projects_read

    Your channels, or the projects in one channel.

  • projects_edit

    Create a channel or a project, or change a project's title, brief or video format. A new project takes its channel's style; a channel with no style needs one (style_edit action=create) before anything is generated. Share the returned web_url so the user can follow along.

  • style_read

    get: the channel style: its references, its fields (art_style, narrative_style, director_style, text_style, any added; script_prompt on request), the summary analysis wrote for each, and templates, the character and environment template images (null: not rendered; a URL: it exist

  • style_edit

    Create or change the channel style (one per channel, used by all its projects). create: offer the user two real options, never invented ones. (a) References (best): YouTube links of their channel or of videos whose look they like, or a written description. Analysis starts at onc

  • style_generate

    analyze: read the references again and rewrite art_style, narrative_style, director_style and text_style, replacing hand edits. template: render one of the style's two template images. Reference images render on them (characters on the character template, environments and object

  • script_read

    The active script, its versions, and the script settings (script_target_minutes, voice_mix, visual concept). Show the script to the user before Analyze Script.

  • script_edit

    Change the script or its settings; only revise spends credits. save: replace the active version's text (the old text is lost: show the user the current script first), then run Analyze Script. Notation, never read aloud: `[SCENE: <visual direction>]` as its own paragraph directs

  • script_generate

    generate: write the script from the brief and the narrative style; each run is a new version (review it with script_read). analyze (Analyze Script): find the script's characters, environments and objects (including any named only in `[SCENE: ...]` directions) and split it into v

  • assets_read

    The project's characters, environments and objects, each with its description (what every render follows), reference_image (null: not rendered; view_image it) and, for characters, voice_id. Each needs a reference image before the voiceover.

  • assets_edit

    Add a character, environment or object that Analyze Script missed, or rename one or rewrite its description. After a description change, render its reference image again (assets_generate asset_ids).

  • assets_generate

    Render reference images, which keep each character, environment and object looking the same in every segment. Needs both style template images. Without asset_ids it renders every asset with none, skipping ones already rendering, so a repeat never bills twice. Afterwards, view_ima

  • voiceover_read

    voices: one engine's voice ids, labels and preview audio, as {groups, voices}. blocks: the voice blocks (narration and dialogue) with their speaker, voice_id (the speaker's voice), audio and any `[SCENE: ...]` direction over them (never spoken), as {blocks, total_duration_ms, all

  • voiceover_edit

    Voices and voice blocks; free. set_voice: the narrator's or a character's voice; every speaker needs one before the voiceover. rescan_blocks: split the active script into voice blocks again after an edit, assets untouched; blocks whose words are unchanged keep their audio. settin

  • voiceover_generate

    Generate voice block audio. Every speaker needs a voice first, and every asset a reference image. Without voice_block_ids it fills every block with no audio, skipping ones already generating. A model must match the project's voice engine. An existing storyboard retimes to the new

  • storyboard_read

    segments: {total, offset, returned, segments}. Each segment has its segment_number (the handle segment tools take), kind (image, clip, talking head, real photo, B-roll or overlay segment), narration, duration, direction, image_prompt, video_prompt (the motion when animated), medi

  • storyboard_edit

    Storyboard settings, used by the next storyboard run.

  • storyboard_generate

    Plan the storyboard: every segment, its timing, image and motion prompts, overlays and continuations, following the channel style and any `[SCENE: ...]` directions. Needs the finished voiceover (its timing drives the cuts). It plans images, plus real photos and B-roll when the di

  • segment_edit

    Change one segment without losing renders; only split spends credits. Returns the changed segments. set_prompts: write prompts verbatim, no AI rewrite. The renders stay as they are: render the segment again to apply the new prompts. set_continuation: make this segment's image co

  • segment_restructure

    Change what a segment is. Every call previews first: when no rendered image or clip would be lost it runs; otherwise it changes nothing and returns what would be lost. Show the user, then call again with confirm=true. combine: merge with a neighboring segment. The kept segment's

  • render

    Render segment images and clips, the biggest spend in the video: always run it with dry_run=true first and get the user's yes on the estimate. generate: without segment_numbers, everything not yet rendered (items rendering are skipped); with them, those segments, finished render

  • editor_read

    scenes: the editor timeline, one scene per segment, as {total, offset, returned, scenes}; scenes build on their own from the storyboard. music: {tracks}, timed in seconds. audio_library: tracks to add with editor_edit; when nothing matches, it lists the library's moods and genres

  • editor_edit

    Polish the video in the editor; changes show in the next export. scene_note: edit one scene with a note (move, restyle, add or remove layers and overlays, change the text of a lower third, title card or callout, change motion); spends credits. Returns the changes and skipped_mut

  • export_video

    Render the finished video from the editor timeline; free. When the export job completes, get_status carries export_url.

Security scan

  • No findings. We scan names, descriptions and tool definitions for hidden instructions and other prompt-injection patterns.

Recent checks

WhenResultHTTPTime
6 h agoPassed200442 ms
16 h agoPassed200618 ms
25 h agoPassed200532 ms
33 h agoPassed200387 ms