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Socialseal asset studio generation

Skill OpenSealAI/agent-skills/skills/socialseal-asset-studio-generation

Open-source Agent Skills for SocialSeal: social-search strategy, the vNext creator/UGC production engine (reference videos -> Video DNA -> blueprint -> brief -> Asset Studio), and discoverability measurement.

Install
npx -y skills add OpenSealAI/agent-skills --skill socialseal-asset-studio-generation

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Use this skill when assembling a SocialSeal Asset Studio rough cut from a workspace clip library that follows a blueprint's shots: uploading and finalizing clips, mapping clips to blueprint shot panels, creating a generated asset from an edit spec, optimizing revisions, and exporting FCPXML or a share link.

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SKILL.md

6.2 KB, ~1.6k tokens by cl100k_base, as published. Nobody here has run it

SocialSeal Asset Studio Generation

Overview

Asset Studio assembles a rough cut by mapping workspace clip-library footage onto a blueprint's shot panels and rendering an edit spec. The blueprint defines the shots; clips fill them; the engine produces a generated asset you can optimize, export as FCPXML, and share.

This skill drives vnext-clips-*, vnext-clip-shot-mappings-*, and vnext-generated-asset-*. See references/production-pipeline.md for the pipeline and references/mcp-and-cli-usage.md for call patterns. Run socialseal-blueprint-builder first to get the blueprintId and shot panels.

When to Use

  • Building a rough cut for a generated blueprint.
  • Uploading clips into the workspace clip library.
  • Mapping clips to blueprint shot panels.
  • Optimizing, revising, exporting (FCPXML), or sharing a generated asset.

Inputs

Required:

  • workspace id, the blueprintId, and its shot panels (panelIds) from vnext-blueprints-shots-read
  • clips for the shots, with confirmed usage rights

Good to have:

  • the brief and opportunityKey for titles and context
  • target spec: aspect ratio (commonly 9:16, 1080x1920), fps, durations per shot

Workflow

  1. Read shot panels. From vnext-blueprints-shots-read, list the panelIds and what each shot needs.
  2. Inventory the clip library. vnext-clips-read to see existing clips and sign source URLs.
  3. Upload missing clips. vnext-clips-create action: "create" returns a signed upload target; upload bytes to storage; then action: "finalize" with clipId, fileName, storagePath, mimeType, sizeBytes, and rightsAttested: true. Only finalize footage the workspace has rights to.
  4. Map clips to panels. vnext-clip-shot-mappings-write action: "upsert" for each panelId + clipId (source: "override" for manual picks). Use vnext-clip-shot-mappings-read to confirm coverage; action: "delete" to clear a panel.
  5. Create the rough cut. vnext-generated-asset-create with blueprintId, title, and an editSpec (version, fps, width, height, totalDurationSeconds, and shots[]). Each shot maps a panelId to a clipId with sourceStartSeconds, durationSeconds, kind, shotLabel, and evidenceIds[].
  6. Review and optimize. vnext-generated-assets-read (detail) to inspect; vnext-generated-asset-optimize to optimize or create-revision.
  7. Export and share. vnext-generated-asset-export for FCPXML to finish in an editor; vnext-generated-asset-share to create a review link.

Tool Calls (MCP-first)

Map a clip to a shot panel:

socialseal_call_tool {
  "function": "vnext-clip-shot-mappings-write",
  "workspaceId": "<workspace-id>",
  "body": { "action": "upsert", "blueprintId": "<blueprint-id>", "panelId": "panel-1", "clipId": "<clip-id>", "source": "override" }
}

Create the rough cut from an edit spec:

socialseal_call_tool {
  "function": "vnext-generated-asset-create",
  "workspaceId": "<workspace-id>",
  "body": {
    "blueprintId": "<blueprint-id>",
    "title": "<rough-cut-title>",
    "editSpec": {
      "version": 1, "fps": 30, "width": 1080, "height": 1920, "totalDurationSeconds": 18,
      "shots": [
        { "panelId": "panel-1", "clipId": "<clip-id>", "title": "Opening hook", "kind": "hook", "shotLabel": "Hero exterior", "sourceStartSeconds": 0, "durationSeconds": 3, "evidenceIds": [] }
      ]
    }
  }
}

Export FCPXML:

socialseal_call_tool { "function": "vnext-generated-asset-export", "workspaceId": "<workspace-id>", "body": { "assetId": "<asset-id>", "format": "fcpxml" } }

CLI equivalents:

npx -y @socialseal/cli tools call --function vnext-clips-read --workspace-id <workspace-id> --body '{}' --pretty
npx -y @socialseal/cli tools call --function vnext-clips-create --workspace-id <workspace-id> --body '{"action":"create","fileName":"hero-shot.mp4","mimeType":"video/mp4"}' --pretty
npx -y @socialseal/cli tools call --function vnext-generated-asset-create --workspace-id <workspace-id> --body @edit-spec.json --pretty
npx -y @socialseal/cli tools call --function vnext-generated-asset-export --workspace-id <workspace-id> --body '{"assetId":"<asset-id>","format":"fcpxml"}' --pretty

Output

  • finalized clips in the library (with clipIds)
  • clip-to-panel mappings covering the blueprint shots
  • a generated asset (assetId) with status
  • an FCPXML export and/or a share link

Do / Don't

Do:

  • cover every required shot panel before generating
  • keep panelIds consistent across mappings and the editSpec
  • attest rights (rightsAttested: true) on every finalized clip
  • export FCPXML for finishing rather than treating the rough cut as final

Don't:

  • finalize or assemble footage the workspace lacks rights to
  • invent panelIds that are not in the blueprint
  • skip the blueprint and assemble arbitrary clips
  • put share tokens or literal asset/clip IDs in public artifacts

Troubleshooting

  • Finalize rejected: confirm storagePath, sizeBytes, mimeType, and rightsAttested: true; upload bytes before finalize.
  • A panel has no clip: upload or map a clip, or hand it to socialseal-asset-planning (capture) or socialseal-generation-prompts (generate a reference clip).
  • Asset create fails: validate the editSpec shape (fps/width/height/totalDurationSeconds and each shot's panelId/clipId/durations).
  • Share link issues: read is unscoped via shareToken; create/revoke require workspaceId.

Verification Checklist

  • Blueprint shot panels are covered by mapped clips.
  • All finalized clips have rightsAttested: true.
  • The editSpec uses real panelId/clipId values and valid dimensions.
  • A generated asset exists and was reviewed/optimized.
  • FCPXML export or share link produced as needed.

Keep looking

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