Asset Import
SkillMediaThis skill adds media importing to your AI for OpenChatCut video projects. Your agent can bring videos, audio, and images from attached files, paths you share, or public web links into a project's asset library, so the material is ready for editing or creation.
Available today. Use it from your connected AI after setup.
No other account needed.
Add the skill, then ask your agent to import a video, audio file, or image from a file or a web link. The media will be placed in your project's asset library, ready for editing.
Then ask your AI: use the Asset Import skill
What your AI can do with it
- Import videos, audio, and images from attached or local files into a project's asset library
- Add media to a video project from public URLs
- Gather video, audio, and image assets from the web for editing
- Import media from file paths you provide
- Fall back to manual uploads when a direct import is not the right fit
- Decide whether to import media directly or download it first
What this skill tells your AI
The instructions your AI receives, as published by 0xsline/openchatcut in src/agent/skills/asset-import/SKILL.md and read by ahel’s review.
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 a single URL or a batch array. 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 like any other media-pool asset.
Path 3 — external host transfer
Call import_media with {"action":"create_session", "assetType":..., "filename":..., "contentType":..., "size":...}. It returns one short-lived upload slot bound to the current project, session, asset identity, basename, POST, MIME type, and exact byte count. A host-side script may upload to that exact URL with the declared headers. The agent sandbox cannot reach the user's localhost, so do not attempt the transfer from run_code.
The successful upload response returns an opaque receipt, echoed assetType, and uploaded path. Probe the uploaded path when exact duration, dimensions, fps, or audio presence are needed, then call finalize_uploaded_asset with the receipt, echoed assetType, measured media metadata, and durationInSeconds for audio/video/gif. The server resolves the authoritative hash, path, size, filename, and asset id. Finalize commits the asset but never starts ASR; after placing an audio/video asset on a track, invoke transcribe_track separately if transcription is desired. The asset is not present or usable before finalize succeeds. For missing-media replacement, pass the existing assetId to import_media; omit it for a new asset. Never construct /media/uploads/... yourself and never claim bytes are ready before the upload response.
Editing discipline
For multi-source edits, build reviewable work from original source assets in the OpenChatCut timeline. Do not locally concatenate, pre-trim, pre-compose, burn captions, or flatten media before import — import originals and do all composition on the timeline so every step stays reviewable and undoable.
For code assets such as hand-authored Motion Graphics, use the create-motion-graphics skill (create_motion_graphic_from_code for new assets, asset-code updates for edits) — MG code is not an imported file.
Storage notes
- Bytes live on the local disk (
/media/uploads/), served directly with Range support. If Cloudflare R2 is configured, uploads mirror to R2 and other devices can hydrate from it; without R2 the project is local-only. - Local-only is a valid end state: preview, editing, and export all read from disk. Cloud mirroring is only needed for cross-device access.
Signals
- GitHub stars
- 2k
- Forks
- 265
- Last commit
- Sep 2026
Advanced
- Catalog kind
- skill
- Gateway key
asset-import- Source
- github.com/0xsline/openchatcut