Generate YouTube videos from concept to final MP4 with AI script, storyboard, voiceover and animation.
Framesail automates long-form video production: write scripts from your concept, generate storyboards with AI-planned shots, create voiceovers with character voices, render images and video segments, and export finished MP4s. Supports landscape and portrait formats.
Try asking Muse: "Create a 10-minute YouTube video about sustainable fashion by describing the topic and letting Framesail generate the script, visuals, and narration."
Source: Found in the official MCP Registry (com.framesail/framesail) · First listed September 24, 2026
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list_channelsList your channels. Every project lives in a channel, which owns the reusable styles (art/narrative/director) that drive generation.create_channelCreate a new channel — the container for projects and their reusable styles. Use when the user wants a fresh creative identity rather than adding to an existing channel.list_projectsList projects in a channel.create_projectCreate a project. The description (the video concept/topic) seeds script generation, so write a meaningful one. Pass video_format='portrait' for a vertical video — every shot, overlay, and the export are then composed for a 9:16 frame. The response's web_url is the project's pageget_projectFetch a project row — settings, voice config, default style, export URL.update_projectPatch project fields. Updatable: title, description, sfx_level, video_concept, voice_mix, voice_tts_provider, script_target_minutes, narrator_speed, video_format. (The narrator's TTS voice is NOT here — use set_narrator_voice.) narrator_speed is the narration rate (0.5-2.0, defaudelete_projectPermanently delete a project and everything in it (script versions, assets, voiceover, segments, renders). Irreversible — confirm with your user first.set_project_styleSet the project's default style — the style whose art/narrative/director fields drive its generations. Use after create_style to put a new visual identity into effect, or to switch a project between channel styles.update_caption_configMerge a patch into the project's burned-in caption config (keys like enabled, plus styling). Read the current value from get_project (caption_config). Applies at the next export — no rebuild needed.get_pipeline_progressTHE resume/orientation tool: one call returns every pipeline step's state (script -> scan -> reference_images -> voices -> voiceover -> style_templates -> storyboard -> segment_assets -> scenes -> export), any running jobs, and a next_action telling you exactly what to do next. Cget_workflow_statusPoll this between steps: returns active + recently-finished AI jobs (scope by project_id, or style_id for style analysis), plus per-segment- asset render statuses for projects. A step is done when its jobs reach status=complete (or error, with a user-readable message). NOTE: finiawait_jobsBlock (server-side) until the scope has no pending/running jobs, or the timeout passes — use this instead of polling get_workflow_status yourself. Returns {done, jobs}. If done=false the work is still running: just call await_jobs again (a 3-5 minute storyboard takes a few consecget_section_templateInspect the prompt sections a generation job exposes for per-call override via editable_sections (jobs: script, script_scan, storyboard, segment_image, segment_video, voice_block, ...). Sections marked locked cannot be overridden.list_modelsList the models allowed for a generation job, with display names, credit estimates, and each model's settings_schema — the valid keys for that tool's `settings` param (e.g. image quality/orientation, video duration). When model is omitted the server picks: the account's saved expgenerate_scriptGenerate the project's script from its description/concept and the channel's narrative style. Async — returns {job_id}; poll get_workflow_status.get_scriptRead the active script's full text + the version list. Use this to show the script to your user for review/feedback before scan_script — the review-edit-resave loop (get_script -> discuss -> save_script) is the expected workflow when the user wants input.save_scriptSave script text (your own draft, or an edited version of the generated one). Saving UPDATES the active version in place — the previous text is not kept, so show the user the current script (get_script) before overwriting it. New versions are created by generate_script runs, and revise_scriptAI-rewrite a passage of the active script in the project's narrative voice (the same in-editor revise the UI offers). selected_text must appear verbatim in the script; omit it to revise the whole script. `[SCENE: ...]` directions in range are preserved exactly, in place, unless tactivate_script_versionSwitch the project's active script to another saved version (ids come from get_script's version list — each generate_script run creates one; save_script edits the active version in place). Re-run scan_script / rescan_voice_blocks afterwards if the text differs, since downstream ascan_scriptAnalyze the active script: extracts character/environment/object assets and splits narration into voice blocks. DESTRUCTIVE on re-run (assets are recreated, not merged — curated descriptions, reference images, and voices are lost; prefer rescan_voice_blocks after script edits). Elist_assetsList the project's assets extracted by scan_script — characters, environments, objects. Each has a description (the spec every shot uses to render it — surfaced top-level here; the raw row nests it at ai_output.description), an optional reference image (file_path is a public URL create_assetManually add a character/environment/object the scan missed. asset_type: "character" | "environment" | "object". The description is the generation-facing spec of its look — be specific. The scan reads narration and `[SCENE: ...]` directions, so the common miss is anyone NEITHER eupdate_assetRename an asset and/or rewrite its description. If the look changed, regenerate its reference image afterwards so renders match.delete_assetDelete a project asset (e.g. one the scan over-extracted).generate_asset_referenceRender an asset's reference image in the channel's art style — the visual anchor that keeps a character/environment looking identical across every shot. EVERY character, environment, and object asset needs one before generate_voiceover (the server enforces this; fire the jobs forset_character_voiceBind a TTS voice to a character asset — required before generate_voiceover for every character with dialogue (the narrator's voice is separate: set_narrator_voice). Browse ids with list_voices.list_voicesList available TTS voices (id, label, preview audio URL) for a provider: "minimax" (default engine) or "elevenlabs". Match the project's voice_tts_provider (see get_project) so picked ids work with its engine. Returns {groups: {name: count}, voices}; the ElevenLabs catalogue is 1set_narrator_voiceSet the project's narrator TTS voice — required before generate_voiceover whenever the script has narration. Browse ids with list_voices. (Character dialogue voices are separate: set_character_voice.)list_voice_blocksList the project's voice blocks (per-speaker narration chunks) with their audio status and assigned voices. A block's `scene_direction` is the script's `[SCENE: ...]` direction governing it (never spoken; null when the span carries none). Word-level subtitle timings are stripped update_voice_blockOverride one voice block's voice or playback volume (block ids from list_voice_blocks). Re-run generate_voiceover for the block afterwards if you changed its voice — existing audio is not regenerated automatically.rescan_voice_blocksRe-extract voice blocks from the active script WITHOUT touching assets or their reference images — the non-destructive alternative to scan_script after a script edit. Blocks whose spoken text is unchanged keep their audio; only edited blocks come back empty, so a follow-up generagenerate_voiceoverGenerate TTS audio for the project's voice blocks. Without voice_block_ids it fills gaps: only blocks with no audio yet run, so re-calling it is always safe (already-generated and currently-generating blocks are skipped, never re-billed). Pass voice_block_ids to explicitly REgenegenerate_storyboardPlan the full visual storyboard: segments, shot pacing, image/video prompts, overlays, continuation chains — driven by the channel's director and art styles. Requires voiceover to exist (timing comes from it). Plans generated stills + real media only (real media requires the stylget_segmentsList the storyboard's segments (narration span, type, duration, creative direction). The 1-based segment_number is the handle every segment tool takes (update/split/combine/continuation/regenerate) — you never need a UUID. Returns {total, offset, returned, segments}; on big projeget_segment_assetsList one segment's assets (images/video/overlays) including their status, config (prompts, model), and public URLs of rendered files — pass an image's public_url to view_image to actually look at it.regenerate_segment_assetRegenerate a segment's primary image or video with optional overrides — the API equivalent of the editor's expert drawer. asset_type: "image" | "video" (for a video segment, "image" targets its start frame). Use a different model, override prompt sections (see get_section_templatrollback_segment_assetRestore a previously rendered version of a segment's image or video — every regeneration archives the render it replaces (last 5), so a regen that came out worse is reversible for free. The current render is archived in its place, making the rollback itself reversible. The frame/change_segment_typeChange what a segment's base visual IS: a generated still ("image"), fetched real media (media_source="real" — a real photo for "image", stock b-roll footage for "video"), or an overlay scene. Generated video is NOT set here — it's the state a rendered still reaches through animaanimate_segmentAnimate one segment in a single call: flip it to a generated video shot (keeping its rendered image as the clip's first frame) and START the clip render immediately. BILLS video credits on this call — the segment's image must already be rendered (400 otherwise). A refused generatupdate_segment_contentRewrite one segment's creative direction from feedback ("make this shot a close-up", "show the machine from above") — an LLM rewrites the shot's prompts; continuation links, SFX, and overlays are preserved. The visual assets reset to not_started: re-render them afterwards (generahttps://api.framesail.com/mcpNot in Muse's Connectors list yet, but Muse can still use it. Paste this into Muse: "Use Framesail to help me. It is a free service with an MCP server at https://api.framesail.com/mcp. It does not need an API key. Ask me before you share anything with it." Muse asks before it shares anything with the app's site. Meta does not review apps used this way, so only use ones you trust. We tested this in the Muse app on September 24, 2026: Muse used an app's link directly this way and returned a live answer.
At the last check (September 28, 2026, 08:45 UTC) the endpoint was working, answering in 1401ms. Over the last 7 days it answered 100% of health checks. It is checked every 15 minutes.
It was screened on September 24, 2026 with the result "screened, no issues found". Screening checks the domain against threat feeds and reads the tools for hidden instructions and requests for passwords or card numbers. It cannot see the server's code, so grant only the access you need.
It exposes 40 tools, including list_channels, create_channel, list_projects, create_project. For example, you could ask Muse: "Create a 10-minute YouTube video about sustainable fashion by describing the topic and letting Framesail generate the script, visuals, and narration."
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