Agent SkillsChatCut-Inc/agent-plugin › verification

verification

GitHub

验证ChatCut插件编辑结果,通过read_project检查结构,render_cloud_screenshot或view_asset_frames获取视觉证据。根据文件路径选择本地ffmpeg或远程工具进行源帧检查,区分源理解与最终时间线证明。

chatcut/skills/verification/SKILL.md ChatCut-Inc/agent-plugin

Trigger Scenarios

用户要求确认ChatCut项目中的编辑更改是否生效 需要验证时间线修剪、图层、字幕等具体效果

Install

npx skills add ChatCut-Inc/agent-plugin --skill verification -g -y
More Options

Non-standard path

npx skills add https://github.com/ChatCut-Inc/agent-plugin/tree/main/chatcut/skills/verification -g -y

Use without installing

npx skills use ChatCut-Inc/agent-plugin@verification

指定 Agent (Claude Code)

npx skills add ChatCut-Inc/agent-plugin --skill verification -a claude-code -g -y

安装 repo 全部 skill

npx skills add ChatCut-Inc/agent-plugin --all -g -y

预览 repo 内 skill

npx skills add ChatCut-Inc/agent-plugin --list

SKILL.md

Frontmatter
{
    "name": "verification",
    "description": "Use when checking whether agent edits made through the ChatCut plugin are reflected in the ChatCut project and editor."
}

Verification

Prefer two signals:

  1. read_project for structure: assets, tracks, items, frame placement, timeline duration.
  2. A visual capture path for rendered evidence at exact frames.

Use render_cloud_screenshot for composed timeline proof when the host exposes it. This verifies the edited ChatCut timeline: trims, layers, captions, effects, markers, placeholders, crops, transitions, and layout.

For raw source-asset frame inspection, choose the cheapest path based on where the bytes live:

  • If Codex has the original local file path, such as the sourcePath returned by the import helper, inspect that file locally with Codex-native tools such as ffmpeg/ffprobe and your normal image-read flow. Do not call view_asset_frames for those assets just to get source frames; the remote tool would duplicate work and may wait on upload/editor routing unnecessarily.
  • If Codex does not have the original file, for example the asset was uploaded in the ChatCut editor or exists only in project storage/cache, use view_asset_frames with the current project asset id. It can route through an open editor tab for editor-side asset viewing and falls back to remote decode when a cloud URL is available.
  • get_contact_sheet is not available on the Codex surface.

Use local/remote source-frame artifacts only for source understanding, moment selection, and rough trim decisions, not as edited output or timeline proof.

For local-only or upload-in-progress media, composed timeline proof may be blocked until the asset has bytes available to the renderer. Source-frame inspection is still possible locally when Codex has the original path, or via view_asset_frames when an open editor tab can provide the asset bytes.

If both visual proof paths are blocked, ask the user to inspect the ChatCut editor directly and note the blocker explicitly.

Useful checks:

  • After import: read_project({ "view": "assets", "assetId": "<prefix>" })
  • After move/trim: read_project({ "view": "timeline" })
  • After visual overlay or MG on any timeline media: render_cloud_screenshot({ "frames": [30, 45, 75] }), then inspect visualSource.
  • For user-requested source selection or visual moment picking from local files: extract stills locally with ffmpeg from the source file and inspect those images. Use that only to choose source files, moments, and rough trims; it may run in parallel with importing obvious or likely-needed originals and should not become an upload gate unless choosing the subset is actually the task or importing everything is unreasonable. Build the visible edit as ChatCut timeline items. Do not treat raw source inspection as timeline verification or as permission to produce the edited video locally.
  • For source-frame inspection of editor-uploaded assets where no local original path is available: call view_asset_frames({"assetId":"...","sourceTimesMs":[...]}) after read_project({"view":"assets"}) confirms the asset id/type. Prefer this over asking the user to reattach the file.
  • For local-only visual verification: upload/register cloud-readable media before relying on connector visual proof.
  • For no-source validation: confirm the tool manifest exposed the parameters you used, then record the visible proof in the trace log.

When talking about seconds, verify the fps from read_project or use adapter tools that resolve fps internally.

When reporting a timeline item location, use only the latest read_project structure for track alias, item id, start, duration, and asset id. Do not report planned/default tracks or tool-call intent as verified placement.

Do not treat a command-line JSON response alone as sufficient when the user asks whether the editor reflects the result. Use the editor URL or visual proof when practical.

If verification fails, classify the gap before changing tools:

  • tool description or schema was insufficient
  • skill instructions were missing a step
  • read_project did not expose enough state
  • editor authorization did not complete
  • media/transcription pipeline failed
  • cloud render/editor observation was blocked

Version History

  • f85076d Current 2026-07-19 09:57

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