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framesail

com.framesail/framesailVersion 1.0.0

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

Status

Responds329 msAnswered our handshake without sign-in.

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Last checked
Nov 14, 2026, 13:57 UTC
Latency
329 ms
Remotes responding
1 of 1
Sign-in
No sign-in
Hosting
Hosted outside the EU (detected)
Registry data as of
Nov 14, 2026, 21:12 UTC

Data from the official MCP Registry, checked by run.zero. How we check

Connect

Streamable HTTP
https://api.framesail.com/mcpResponds329 ms
No sign-in

Claude Code

claude mcp add --transport http framesail https://api.framesail.com/mcp

Claude Desktop and claude.ai

Settings > Connectors > Add custom connector
Name: framesail
Remote MCP server URL: https://api.framesail.com/mcp

Cursor

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

VS Code

code --add-mcp '{"name":"framesail","type":"http","url":"https://api.framesail.com/mcp"}'

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Tools

28 tools

Tools of framesail
Read-only
Idempotent
Open world
account_editThe 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.YesNoNoNo
assets_editAdd a character, environment or object that Analyze Script missed, or rewrite one's description. After a description change, render its reference image again (assets_generate asset_ids).YesNoNoNo
assets_generateRender 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_image them to check likeness.YesNoNoNo
assets_readThe project's characters, environments and objects, each with its description (what every render follows), reference_image (null: not rendered; view_image it), its image's status (as storyboard_read's: stale when its description changed since it rendered) and, for characters, voice_id. Each needs a reference image before the voiceover.NoYesYesNo
deleteDelete; confirm with the user first. A project or music track is deleted for good; an asset or segment_extra is removed to the bin. 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 and voiceover can't be deleted.YesNoNoNo
editor_editPolish 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_mutations: edits that didn't land (applied=false) or landed differently than asked (applied=true), each with a reason; check them. Scene lengths follow the narration; the image, clip and voiceover layers can't be removed. project_note: a note for the whole video, applied to up to 10 scenes per call; spends credits. captions: merge caption settings. add_sfx: attach a sound effect to a segment. add_music / update_music: background music timed in seconds; a track's duration follows from its trim.YesNoNoNo
editor_readscenes: the editor timeline, one scene per segment, as {total, offset, returned, scenes}. music: {tracks}, timed in seconds. audio_library: tracks to add with editor_edit; when nothing matches, it lists the library's moods and genres.NoYesYesNo
export_videoRender the finished video from the editor timeline; free. When the export job completes, get_status carries export_url.YesNoNoNo
get_generation_optionsWhat 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: pass provider or talking_head for one family. prompt_sections: sections with entity_backed=false can be overridden with editable_sections; entity_backed=true sections show the item's own content (description, prompts, text, brief): change it with the edit tools.NoYesYesNo
get_statusWhere 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, next_step and, when something failed, failures: the last failed jobs and the failed segments grouped by kind and error. channel_id reports the channel style instead: analysis_done, inputs_stale, templates, templates_stale and next_step. Without API access it reports only the account and subscription_needed: pass that on to the user.NoYesYesNo
projects_editCreate 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.YesNoNoNo
projects_readYour channels, or the projects in one channel.NoYesYesNo
renderRender 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 renders included, e.g. the first minute before the whole video. Overrides need segment_numbers and what=images or what=clips. animate: turn one segment's rendered image into a clip; animate only images worth motion. dry_run quotes the default clip or talking head model. A refused render leaves the segment as it was; to go back to the image, segment_restructure change_type to=image keep_image=true. Check renders with storyboard_read action=segment_assets and view_image.YesNoNoNo
script_editChange 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 the storyboard for the narration after it, until the next one, over the director style. `<break time="1.5s" />` is the only thing that makes the voice pause (about 0.5s between thoughts, 1.0s between sections; one tag with the total, never two in a row). A paragraph starting `Name: "..."` is that character's dialogue. A delivery cue in square brackets inside a line (`[laughs]`, `[sighs]`, `[whispers]`) shapes how it is said; keep it inline, never on its own line. MiniMax performs sounds such as laughs, sighs, breathes, gasps and coughs and drops other cues. activate_version: switch to another version (each generated script is one). revise: an AI rewrite of a passage or the whole script in the narrative voice; returns revised_text without saving it: splice it in and save.YesNoNoNo
script_generategenerate: 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 voice blocks. Existing assets are kept as they are (description, reference image, voice) and new ones added; assets the script no longer names stay until the user deletes them. Review with assets_read.YesNoNoNo
script_readThe active script, its versions, and the script settings (script_target_minutes, voice_mix, visual concept). Show the script to the user before Analyze Script.NoYesYesNo
segment_editChange one segment without losing renders. 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 continue an earlier one's (same composition, only the change); render the image again. rollback: restore one of the last 5 renders of the image or clip; the current one takes its place, so it can be undone, and the prompt editor's model stays as it is. split: cut into 2-4 parts; every part keeps the prompts and renders (copies, so each part can be changed and rendered on its own), and nothing is rendered or rewritten. Later segments renumber: read the storyboard again before more edits.YesNoNoNo
segment_restructureChange what a segment is. No render is ever lost: what a change replaces goes to the bin. combine: merge with a neighboring segment. The kept segment's prompts and renders stay over the combined length (a clip too short plays over its image; B-roll too short is refused); the other's go to the bin. Its sound effects and overlays join the kept segment. change_type: to an image, real photo or B-roll (both fetched). Clips and talking heads come from render action=animate. keep_image turns a clip back into its image, keeping the render. The prompts carry over unchanged; render the segment again. A real photo or B-roll takes the searches it had before; one that had none gets them written by a small AI step in the background, which writes only its searches and spends credits (get_status wait=true); it renders once that finishes. rewrite: an AI rewrite of the prompts from feedback, in the background: a small AI step that spends credits (get_status wait=true); render the image and clip again after. For exact text, use segment_edit set_prompts. Sound effects and overlays always survive; change an overlay's text with editor_edit scene_note. Later segments may renumber: read the storyboard again.YesNoNoNo
storyboard_editStoryboard settings, used by the next storyboard run.YesNoNoNo
storyboard_generatePlan 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 director style has the `@real-media` tag; clips come later, by animating rendered images. Running it again replaces the whole plan, edits included. The longest step (several minutes): get_status wait=true, repeatedly.YesNoNoNo
storyboard_readsegments: {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), media_queries (searches for a real photo or B-roll), the characters, environments and objects it shows, continues_from_segment (its image continues that earlier segment's image) and its assets. segment_assets: {segment_number, assets}: its image, clip, real photos, overlays and sound effects, each with kind, status, prompt, model, earlier_renders (what a rollback can restore) and public_url (for view_image).NoYesYesNo
style_editCreate 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 once and writes the fields: wait with get_status channel_id wait=true, then render both template images (style_generate action=template). A reference informs every axis, narrative included; for its look only, give it contributes_to ["art_style"]. (b) Presets: one per axis, all three; instant, and the art preset brings its template images. Presets and references don't mix. update_fields: replace fields' text; it never starts an analysis (an analysis rewrites art_style, narrative_style, director_style and text_style). Those four and script_prompt can't be removed, every field needs text, and summaries are written only by analysis. Real photos and B-roll are turned on by the literal `@real-media` tag in director_style, with prose on when and how much; remove it to turn them off. update_references: replace the references, fields untouched (inputs_stale turns true). File references can only be added in the app.YesNoNoYes
style_generateanalyze: 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 objects on the environment one) and segment images fall back on them, so finish both before any reference image. An existing one is refused unless replace=true: replacing it changes the look of everything rendered after.YesNoNoYes
style_readget: 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 exists, so view_image it rather than render it again). inputs_stale: the references changed since the last analysis (offer style_generate action=analyze). templates_stale: the art style or its image references changed since the templates were rendered (offer to render them again). presets: the preset catalog, one list per axis (art_style, narrative_style, director_style), with labels, descriptions and, for art presets, preview images. Let the user pick one per axis.NoYesYesNo
view_imageShow a Framesail image inline: a segment image, reference image, style template or preset preview.NoYesYesNo
voiceover_editVoices 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. settings: the voice engine, narrator speed and language.YesNoNoNo
voiceover_generateGenerate 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 audio on its own.YesNoNoNo
voiceover_readvoices: 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_complete}.NoYesYesNo

Details

Registry status
Active
Published
Jul 8, 2026
Updated
Jul 8, 2026
Repository
Not given
Categories (suggested)
Design and mediaSuggested categories are assigned automatically from the registry text and may be wrong. Verified operators can correct them.
GDPR
Not declared

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