asset-import

Solid

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.

AI & Automation 548 stars 60 forks Updated today AGPL-3.0

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Skill Content

# Asset Import This build runs the editor and its media server locally. There is no hosted import API, no CLI, and no OAuth: media enters the project through the editor UI or through the agent tools below. Pick the path by where the bytes live. ## Path 1 — user's local files (primary) Ask the user to drag the files into the editor (preview canvas or 我的素材 panel) or use the upload button. The local pipeline then runs automatically: streaming write to `/media/uploads/`, conditional transcode (≤1920 long edge, browser-friendly codec, ~8Mbps), audio extraction, and auto-transcription (ASR starts on upload). Do not ask the user to pre-convert, pre-trim, or transcode anything themselves — the pipeline handles it. The agent cannot read the user's filesystem. If the user gives you a `/Users/...` or `C:\...` path, tell them to drop that file into the editor instead; you cannot fetch it. ## Path 2 — public URLs (agent-driven) Use `download_media` with up to 4 URLs per call. The server fetches, stores under `/media/uploads/`, and registers pool assets. Prefer this for stock/web media the user pointed at. After download, the asset behaves exactly like an upload (same transcode/ASR pipeline). ## Path 3 — placeholder before bytes (timeline-first work) Call `import_media` with `{"action":"register_placeholder"}` to mint a deterministic `assetId` and pool row before bytes exist. Use it when you want to lay out the timeline (`edit_item` etc.) while an upload is still in flight; the ass...

Details

Author
0xsline
Repository
0xsline/OpenChatCut
Created
1 weeks ago
Last Updated
today
Language
TypeScript
License
AGPL-3.0

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