AGENT SKILL

api-storyboards

Call nodetool.storyboards from a code action: create a storyboard, write and reorder its shots, set the board's style, entities and models, render stills and clips, revise a clip, and assemble the board into a timeline. Load before the first call into nodetool.storyboards.

适用职业开发工程师
使用场景后端与接口
License 许可
AGPL-3.0
最近更新
2026-11-12
Stars
★ 628
Forks
90

01 前言 Front Matter

name
api-storyboards
description
Call nodetool.storyboards from a code action: create a storyboard, write and reorder its shots, set the board's style, entities and models, render stills and clips, revise a clip, and assemble the board into a timeline. Load before the first call into nodetool.storyboards.

03 SKILL.md 正文

nodetool.storyboards

A storyboard turns a brief into shots: an action, a camera, a motion and a duration for each, with cast entities. Stills are the cheap step, clips the expensive one, and the board assembles into a timeline. The directing contract is storyboard-core. The brief shapes are the board skills (commercial-beat-sheet, explainer-storyboard, music-video-treatment, trailer-template, and the job skills such as product-commercial and short-film). Search for them with list_skills.

Call Does Answers
list({limit}) Lists boards, newest first, with shot, still and clip counts. Board rows
create(name, {brief, style, aspect_ratio, project_id, id}) Creates a blank board. aspect_ratio defaults to "16:9". style is added to every shot prompt. {id, storyboard_id, …}
get(id) Reads the brief, style, aspect ratio, models, revision, and every shot with its id, index, slug, action, camera, motion, duration, status, has_still, has_clip and covered_by. The board
edit(id, ops, {expected_revision}) Applies ops in order and saves. It spends nothing. expected_revision refuses the edit when the board changed after you read it. The result of each op
renderStills(id, {targets, provider, model, style, stale_only, concurrency}) Makes keyframe stills with the image model. The stills it made
renderClips(id, {targets, provider, model, resolution, mode, stale_only, concurrency}) Makes clips with the video model. This is the expensive step. The clips it made, and the shots it skipped
reviseClip(id, target, instruction, {provider, model}) Changes one clip with a video-to-video edit: "make it darker, add rain". The new take
assembleTimeline(id, {name, fps}) Lays the rendered clips end to end into a timeline. The timeline id, and what it skipped
previewDesign({storyboardId, expectedStoryboardRevision}) Reads the board's design as an inline editable timeline preview. No generation and no save. The preview
finish({storyboardId, expectedStoryboardRevision, strategy, model, timelineId, expectedTimelineRevision}) Turns the board's graphics into editable timeline layers with no media generation. strategy is deterministic (default, no provider, an unreviewed draft) or agentic (a model composes and reviews rendered frames). The status, the timeline and the new revisions

targets and target take a shot id, a 0-based index or a slug. Omit targets to render every shot that needs the step. previewDesign and finish take one argument object with camelCase keys.

Ops

Op Arguments
add_shot action, slug?, camera?, motion?, dialogue?, narration?, duration_seconds?, duration_source?, render_mode?, entity_ids?, location_id?, covered_by?, notes?, end_state?, sound?, index?
update_shot target and the same fields
remove_shot, duplicate_shot target
reorder_shot target, index
move_shot target, scene_id?, position (0-based inside the scene)
set_board brief?, style?, aspect_ratio?, entity_ids?, image_model?, video_model?, narration?, music_prompt?, motion_design?
set_setup brief?, genre?, stage?
set_style entity_id (a style entity becomes the board preset) or style (the descriptor alone)
create_scene, update_scene, merge_scene after_scene_id?; scene_id, slugline?, lighting?; scene_id
select_version, delete_version target, kind, version (0-based, oldest first)
add_keyframe_version target, asset_id, flip_of?
  • image_model and video_model take a model object from nodetool.models.pick and become the render defaults of the board.
  • covered_by: {shot_id, start_seconds?, end_seconds?} says that this shot's picture is a window into another shot's clip, for one generation whose length covers several beats. The covered shot counts as rendered. Pass null to undo it.
  • set_board narration and music_prompt are board-level voiceover and score direction. An empty string clears one. motion_design is {direction?, transitions?, continuities?}, and null clears it.

Render modes

A shot renders the way its render_mode says, or the way mode says for one call:

  • keyframe (default) animates the selected still with image_to_video. A shot with no still is reported, not rendered. Render its still first.
  • direct makes the clip from the prompt with text_to_video. No still is needed.
  • reference uses the reference images of the cast entities with reference_to_video.

Earlier stills and clips are kept as versions. stale_only: true renders only shots whose current version was made against a style, model, aspect ratio or prompt they no longer have.

The loop

const { id } = await nodetool.storyboards.create("Lamp launch", { brief, style });
await nodetool.storyboards.edit(id, [
  { op: "set_board", image_model: await nodetool.models.pick("text_to_image"),
    video_model: await nodetool.models.pick("image_to_video") },
  { op: "add_shot", action: "Wide of the lamp on a desk at dusk", duration_seconds: 4 },
  { op: "add_shot", action: "Close on the switch as a hand reaches in", duration_seconds: 3 }
]);
await nodetool.storyboards.renderStills(id);   // cheap: look at them first
// … view the stills, fix shots with update_shot, render again with stale_only …
// Confirm the shot count and the clip cost with the user before this call.
await nodetool.storyboards.renderClips(id);    // expensive: every shot that needs a clip
const cut = await nodetool.storyboards.assembleTimeline(id);

When the board links a script, assembly times each shot to the takes it covers and adds a voiceover clip for each voiced line. Validate the timeline with nodetool.timelines.validate before a render.

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