framesail
com.framesail/framesailVersion 1.0.0Create long-form YouTube videos end to end: script, storyboard, voiceover, final MP4.
Status
Responds329 msAnswered our handshake without sign-in.- Last checked
- Nov 14, 2026, 13:57 UTC
- Latency
- 329 ms
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- 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 msNo sign-in
Claude Code
claude mcp add --transport http framesail https://api.framesail.com/mcpClaude Desktop and claude.ai
Settings > Connectors > Add custom connector
Name: framesail
Remote MCP server URL: https://api.framesail.com/mcpCursor
{
"mcpServers": {
"framesail": {
"url": "https://api.framesail.com/mcp"
}
}
}VS Code
code --add-mcp '{"name":"framesail","type":"http","url":"https://api.framesail.com/mcp"}'Built your own server? run.zero hosts MCP servers on European infrastructure.
Tools
28 tools
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. | Yes | No | No | No |
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). | Yes | No | No | No |
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. | Yes | No | No | No |
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. | No | Yes | Yes | No |
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. | Yes | No | No | No |
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. | Yes | No | No | No |
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. | No | Yes | Yes | No |
export_videoRender the finished video from the editor timeline; free. When the
export job completes, get_status carries export_url. | Yes | No | No | No |
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. | No | Yes | Yes | No |
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. | No | Yes | Yes | No |
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. | Yes | No | No | No |
projects_readYour channels, or the projects in one channel. | No | Yes | Yes | No |
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. | Yes | No | No | No |
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. | Yes | No | No | No |
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. | Yes | No | No | No |
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. | No | Yes | Yes | No |
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. | Yes | No | No | No |
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. | Yes | No | No | No |
storyboard_editStoryboard settings, used by the next storyboard run. | Yes | No | No | No |
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. | Yes | No | No | No |
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). | No | Yes | Yes | No |
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. | Yes | No | No | Yes |
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. | Yes | No | No | Yes |
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. | No | Yes | Yes | No |
view_imageShow a Framesail image inline: a segment image, reference image,
style template or preset preview. | No | Yes | Yes | No |
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. | Yes | No | No | No |
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. | Yes | No | No | No |
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}. | No | Yes | Yes | No |
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