Wildfield is an AI-native ad creative builder. The north star is simple: an agent receives a brief, connects over MCP, and sets the whole campaign up - design system, scenes, imagery, motion, background video, sound, and a render. This page is the contract that makes that possible: every tool, schema, and motion rule the editor actually ships.
From a brief to a ready campaign. Call the tools in this order; skip a step only when the project already has that piece.
1
get_credit_balance - confirm the account can spend before you generate
2
list_design_systems then create_design_system or update_design_system - brand first, always
3
create_project - one idea per scene (hook, product, proof, offer). Image scenes get overlay gradient. Colours inherit from the design system. Response includes openUrl (/app?project=<uuid>). Auto-review is the approval step in your own agent harness that sits in front of the call, not a Wildfield gate. The hosted MCP function is capped at 300s, so a long hang (observed ~14m) is the agent or its approver waiting, not the server. Prefer reusing an existing project via list_projects; if create times out, list again (it may still have saved) or use REST /api/projects/save. See docs/agent-socials-friction.md
4
generate_image with format + designSystemId. Attach with patch_scene, not a full update_project
5
preview_scene then critique_scene. You are not done until you have looked. Fail means patch_scene and look again
6
get_motion_skill, create_vector_layer, stamp_soft_plate then apply_physics_recipe (editor keys) or Guide morphs via stamp_formation + link_layers (glyphScale/markSvg for particle size/marks; set_particle_marks to adjust later) (same seed, different formations). Homepage labels like Mark orbit / Type lockup are marketing demos on /#motion only, not recipe keys. Do not invent gsapCode
7
Background video is a project-level track (bgVideoTrack), one clip under the whole timeline. Do not put a video on every scene
8
get_active_render then render_video with projectId (preferred: server builds HTML, no ~170KB MCP arg). Or export_composition_html then render_video with html+width+height. One render at a time. Poll get_render_progress. Stop with cancel_render if needed
MCP Server Setup
Add the Wildfield MCP server to your agent's configuration. You'll need an API key from the Admin panel.
Hosted server (recommended, zero-install)
Nothing to clone, no npm, no npx. Point your agent at the hosted endpoint and pass your API key as a header. This is the easiest way to connect: the server runs on wildfield.io.
Your key authenticates every request and attributes usage/credits to your account. A missing or invalid key returns 401. The hosted server exposes the exact same tools as the local methods below.
The endpoint is stateless Streamable HTTP, so it accepts POST only: GET and DELETE return 405 (there is no SSE stream to open and no session to terminate). It authenticates with the X-API-Key header only. An Authorization: Bearer token is never read here, even though it appears in the CORS allow-list, so a client that sends one instead of the key gets 401. There is also a per-key burst limit of 120 requests per 60 seconds (fail-open), and the function itself is capped at 300 seconds.
Local server (offline / dev only)
Only needed if you're running offline or hacking on the server itself. Most people should use the hosted URL above. You'll need a checkout of the Wildfield repo and Node 18+. The mcp-server/ folder on its own is not enough: its tools import shared code from the repo's lib/ folder, so keep the two side by side.
First install its dependencies (just @modelcontextprotocol/sdk and zod; the repo root's npm install is not needed):
cd mcp-server && npm install
Then point your agent at the server's absolute path and pass your key via the environment. ADFLOW_API_KEY is required; ADFLOW_URL is optional (defaults to https://wildfield.io).
Replace /absolute/path/to/mcp-server/index.js with the real path on your machine (e.g. /Users/you/wildfield/mcp-server/index.js). A published npx wildfield-mcp package is coming soon. It is not on npm yet, so don't rely on it today.
Authentication reference
Every request is authenticated with your Wildfield API key. Create keys in Admin → API Keys. How you supply the key depends on the method:
X-API-Key header
Hosted server (and any direct REST call). The key travels as an HTTP header on each request.
ADFLOW_API_KEY env
Local stdio server: required. The mcp-server/index.js process reads it from the environment.
ADFLOW_URL env
Local stdio server: optional. Overrides the API base URL (defaults to https://wildfield.io).
Authorization: Bearer
Supabase JWT token for browser sessions. Not accepted by /api/mcp, which reads X-API-Key only.
MCP Endpoints
57 tools available via the MCP server. All return JSON. You call these by tool name (not by HTTP verb) - the coloured badge below each tool indicates the HTTP method of the REST endpoint it wraps, for reference when using the Direct API Fallback.
GET list_design_systems
List all design systems you have access to.
No parameters. Returns an array of full design system objects.
POST create_design_system
Create a new design system. All scenes inherit colours, fonts, logo, and layout from here.
No admin required: any authenticated, approved user can create one. The only limit is the per-tier capacity quota, which returns 402 when it is switched on.
Global background audio (use upload_audio for a URL)
globalAudioFileName
string
optional
Audio filename for display
audioVolume
number
optional
Global audio volume 0-100 (default 100)
PATCH update_design_system
Update any properties on an existing design system.
Param
Type
Description
id
string
required
Design system slug (e.g. "acme-corp")
data
object
required
Key-value pairs to update (see full schema below)
GET list_projects
List all projects with metadata.
No parameters. Returns id, filename, name, designSystemId, sceneCount, savedAt.
GET get_project
Get full project data including all scenes.
Param
Type
Description
id
string
required
Project UUID
POST create_project
Create a new project with scenes. Colours, layout, and logo position are inherited from the design system automatically. Timeout: this MCP call can take many minutes. On timeout, check list_projects before retrying (the project may already exist), or use the Direct API Fallback /api/projects/save.
Param
Type
Description
name
string
required
Project name (e.g. "June Campaign")
designSystem
string
required
Design system slug
format
enum
optional
Active format: square, portrait, vertical, landscape, wide
scenes
array
required
Array of scene objects (see below)
Scene object
Field
Type
Description
h1
string
required
Headline. 4-7 words. No fluff, no em dash
role
enum
optional
hook, product, proof, offer, cta
h2
string
optional
Supporting text
h3
string
optional
Third line of text
cta
string
optional
CTA button text
bgType
enum
optional
colour, gradient, or image
bgColor
hex
optional
Background colour (default: DS Dark)
bgImage
URL
optional
Background image URL
bgGradientFrom
hex
optional
Gradient start colour
bgGradientTo
hex
optional
Gradient end colour
bgGradientAngle
number
optional
Gradient angle degrees (default 180)
textColor
hex
optional
Text colour (default: DS Light)
ctaBgColor
hex
optional
CTA bg (default: DS Primary)
ctaTextColor
hex
optional
CTA text (default: DS Light)
contentPosition
enum
optional
top, middle, bottom
contentAlign
enum
optional
left or center
logoPosition
string
optional
9-grid position (e.g. "top-left")
overlayType
enum
optional
none, fill, gradient
overlayColour
hex
optional
Overlay colour
overlayOpacity
number
optional
Overlay opacity 0–1
notes
string
optional
Description / AI image prompt
duration
number
optional
Seconds, 0.1 to 30 (default 3; 0 or omitted means 3). Under 0.1s is refused: Scene duration must be at least 0.1s. 0.1s is 3 frames at 30 fps.
audioUrl
URL
optional
Audio URL (use upload_audio)
audioFileName
string
optional
Audio filename for display
audioPlayMode
enum
optional
loop, once, fade
audioVolume
number
optional
Volume 0–100 (default 100)
audioOffset
number
optional
Start offset in ms
audioCropStart
number
optional
Trim start in ms
audioCropEnd
number
optional
Trim end in ms
audioFadeOut
number
optional
Fade out duration in ms
PUT update_project
Update an existing project. Fetch the project with get_project, modify it, then pass the full object back with its revision. If the project was saved since you read it (usually in the open editor), nothing is written and the tool says to read it again and re-apply: the editor's work is never overwritten.
Param
Type
Description
id
string
required
Project UUID
filename
string
required
Project filename
project
object
required
Full project object
revision
number
optional
The revisionget_project returned. Strongly recommended: without it the write cannot tell that the editor saved since you read the project.
POST link_scenes
Put scenes into one linked family (a shared stateGroupId) for Show linked scenes and review. Link only subtle variations of one main ad, or beats of one storyboard or reel; do not group unrelated ads. Prefer this over update_project. REST: POST /api/agent/link-scenes.
Param
Type
Description
projectId
string
required
Project UUID
sceneIds
string[]
required
Scene ids, head first. At least 2 unless unlink
groupId
string
optional
stateGroupId to assign; omit to mint one or reuse the set's existing id
share
boolean
optional
Show the linked family on share and review (default true)
unlink
boolean
optional
Clear stateGroupId on these scenes instead of linking
DELETE delete_project
Permanently delete a project.
Param
Type
Description
id
string
required
Project UUID
POST patch_scene
Patch a few fields on one scene. Prefer this over update_project for copy, overlay, image attach, and ad copy. Attaching bgImage turns overlay gradient on if overlay was none. New words for a layout-linked object (h1, h2, h3, cta with its link on in typeLink) go to every scene of the same set with that object linked, as in the editor; the reply lists them in sharedWith. Colours stay on the patched scene.
Param
Type
Description
projectId
string
required
Project UUID
sceneId
string
optional
Scene id
sceneIndex
number
optional
0-based index if you do not have the id
fields
object
required
Whitelist: name, h1, h2, cta, bgImage, overlayType, colours, layout (contentAlign, ctaAlign, logoPosition), duration (0.1 to 30 s; 0 means the 3 s default; under 0.1 s is refused), role, loop, hold, cinematicShowLogo, hidden, adCopy
adCopy: Single post copy, independent of artwork: {version:2, channel:"meta"|"google"|"both"|"unset", meta:{primaryText,headline,description,cta,websiteUrl,displayUrl}, google:{headline,description,finalUrl,path1,path2}}. Share-card Copy is directly editable by signed-in project editors, with Save/Cancel. Reviewers remain read-only. Use linked scenes for variations and scene controls for artwork text. Legacy selections are ingested once; active variants, bindings and export combinations are no longer supported.
POST preview_scene
Look at the ad. Returns a PNG at the requested format plus critique fails. You are not done until you have looked at every format you shipped.
Param
Type
Description
projectId
string
required
Project UUID
sceneId
string
optional
Scene id
sceneIndex
number
optional
0-based index
format
enum
optional
square, portrait, vertical, landscape, wide
t
number
optional
Scrub time 0-1 across the anim window (default 1, the final look; 0 for frame 0)
POST critique_scene
Return fails, not new copy. Overlay missing on a photo, H1 too long, fluff words, low contrast, repeated headlines. Fail means patch_scene.
Param
Type
Description
projectId
string
required
Project UUID
sceneId
string
optional
Omit to critique the whole project
sceneIndex
number
optional
0-based index
format
enum
optional
Format used to judge type length
POST apply_physics_recipe
Apply a named Animate Physics recipe. Creates a vector layer + glyph if needed. Writes enabled physics without gsapCode. The editor rebakes on load and shows the result as ordinary modules on the Vector layer (Count, Motion and any others it fills), editable like any others. Always call get_motion_skill first and verify keys against its output (list can grow).
Param
Type
Description
projectId
string
required
Project UUID
recipe
string
required
Editor keys only: leaves, tornado, orbits, ripple, rain, emberRise, snowfall, vortex, galaxy, heartbeat, starburst, hexGrid, radialBurst, crossfade (plus any new keys from get_motion_skill)
sceneId
string
optional
Scene id
sceneIndex
number
optional
0-based index
layerId
string
optional
Existing vector layer id (omit to create one)
createNew
bool
optional
Mint a new vector layer instead of reusing Vector 1 (ignored with layerId)
format
enum
optional
Format to stamp (default the active format, copied to all)
seed
number
optional
Stable seed
loop
bool
optional
Turn Perfect loop on
glyph
string
optional
Character to emit if the scene has no mark (ignored when markSvg set)
glyphScale
number
optional
Particle mark size (20-200). Default for new MCP marks: 40
markSvg
string|string[]
optional
Particle MARK SVG markup or public URL(s)
particleMarks
[{svg|url, on?}]
optional
1-N tiny SVG mix-stack particle marks
Homepage /#motion demos vs editor recipe keys
Marketing canvas labels on the landing page are notapply_physics_recipe keys. Closest editor keys (or no 1:1):
Homepage demo
Closest editor key
Notes
Mark orbit
orbits
Closest 1:1
Hex lattice
hexGrid
Closest 1:1
Burst settle
radialBurst or starburst
Pick by look; verify with get_motion_skill
Type lockup
no 1:1
Use vector type + forces / Guide Physics, not a named recipe
Flag wave
no 1:1
Dial wave (and related forces) from get_motion_skill
Phyllotaxis bloom
no 1:1
Form Sources / Guide formation, not a recipe key
Lissajous knot
no 1:1
Form Sources / Guide formation, not a recipe key
POST stamp_formation
Stamp a formation (the Shape card; formerly Guide Physics) onto a vector layer (physics.guide.formation.points in [-1,1], y-down). Accepts points[] and/or svg markup/URL from generate_vector. Enables physics, calms weather so the shape can read, and leaves gsapCode unset so editor/export rebake. For unique-fact morphs: stamp different formations on two scenes with the sameseed, then call link_layers.
Param
Type
Description
projectId
string
required
Project UUID
points
[[x,y],...]
optional
Formation points in [-1,1], y-down (prefer when already sampled)
svg
string
optional
SVG markup or public URL (sampled server-side)
text
string
optional
Formation text via the stroked digit atlas (0-9 % ~ . + -), e.g. "~18%"
sampleMode
enum
optional
path, fill or auto (default): path for ridges and strokes
fillMode
enum
optional
With fill: silhouette (default) or edge
count
number
optional
Point budget when sampling svg (12-400, default 80)
sceneId / sceneIndex
string/number
optional
Target scene
layerId
string
optional
Existing vector layer id
createNew
bool
optional
Mint a new vector layer (ignored with layerId)
format
enum
optional
Format to stamp (default the active format, all standard formats)
seed
number
optional
Stable physics seed (same seed on both morph scenes)
loop
bool
optional
Perfect loop
prompt
string
optional
Guide prompt label (physics.guide.prompt)
glyph
string
optional
Character if creating a mark (default *)
color / glyphColor
hex
optional
Particle colour, also tints previewPng
glyphScale
number
optional
Particle mark size (glyph.scale, 20-200). Default for new MCP marks: 40 (~29px). 100 ≈ 72px.
markSvg
string|string[]
optional
Particle MARK SVG markup or public URL(s). Not formation sampling (svg). Writes glyph.svg / svgStack and clears char.
particleMarks
[{svg|url, on?}]
optional
1-N tiny SVG mix-stack particle marks (e.g. a few cats)
POST set_particle_marks
Set particle mark size and/or custom SVG marks on a vector layer without restamping formation. Writes glyph.scale and glyph.svg / glyph.svgStack (clears char). Prefer stamp_formation with glyphScale+markSvg when stamping; use this to shrink or swap marks after. Leaves gsapCode unset.
Param
Type
Description
projectId
string
required
Project UUID
sceneId / sceneIndex
string/number
optional
Target scene
layerId
string
optional
Existing vector layer id
glyphScale
number
optional
Particle mark size (20-200). Default for new marks: 40
color / glyphColor
hex
optional
Particle colour (sets colorOv for currentColor marks)
glyph
string
optional
Fallback character when creating a layer with no SVG marks
markSvg
string|string[]
optional
Particle MARK SVG markup or public URL(s)
particleMarks
[{svg|url, on?}]
optional
1-N SVG mix-stack particle marks
POST link_layers
Link vector layers across two scenes (linkNext + shared linkId) so particles morph A→B when each scene has its own Guide formation and the same seed. Creates a same-named partner in the target scene if missing. Does not invent gsapCode.
Param
Type
Description
projectId
string
required
Project UUID
fromSceneId / fromSceneIndex
string/number
required
Source scene (links forward)
toSceneId / toSceneIndex
string/number
required
Target continuation scene
layerId / fromLayerId
string
optional
Source vector layer id
toLayerId
string
optional
Target layer id; else match by name or auto-create
seed
number
optional
Optional seed synced onto both layers
matchCounts
bool
optional
Force equal particle counts (default false keeps unequal populations)
preservePools
bool
optional
Keep each layer's particle pool as authored (FormationStack plates)
parent / toParent
string
optional
Parent layer ids for multi-plate morph continuity
POST create_vector_layer
Mint a new vector layer (Vector N); never reuses Vector 1. Use it for a second, independent effect pool (wind or leaves over an existing morph, SoftPlate on its own stack), then pass the returned layerId to apply_physics_recipe, stamp_formation, set_particle_marks or stamp_soft_plate. Those tools also take createNew: true to do it in one call.
Param
Type
Description
projectId
string
required
Project UUID
sceneId / sceneIndex
string/number
optional
Target scene
glyph
string
optional
Character for the new mark (default *)
glyphScale
number
optional
Particle mark size (20-200, default 40)
name
string
optional
Layer name (default Vector N)
color / glyphColor
hex
optional
Particle colour (aliases)
POST stamp_soft_plate
SoftPlate v1: thin greyscale frosted glass under a mix stack (not a metal slab). Writes glyph.softPlate, which preview and export bake in. Pass layerId for an existing vector layer, or createNew: true to mint one.
Param
Type
Description
projectId
string
required
Project UUID
sceneId / sceneIndex
string/number
optional
Target scene
layerId
string
optional
Existing vector layer id (omit to reuse Vector 1)
createNew
bool
optional
Mint a new vector layer for the plate
recipe
string
optional
Only "glass" (default); metal and chrome are refused
opacity
number
optional
0.35-0.55 (default 0.45)
radius
number
optional
Soft corner and extent, about 36-48 (default 42)
blur
number
optional
Frost blur in px, about 12-18 (default 14)
color / plateColor
hex
optional
Greyscale colour, forced grey (default #8a8a8a)
POST stamp_formation_stack
FormationStack v1: stamp assemble, settle, hold and morph across one or two scenes without inventing gsapCode. Optional dual-population compare, a scene geoMask, multi-plate parallax and SoftPlate glass under the stack (or call stamp_soft_plate).
Param
Type
Description
projectId
string
required
Project UUID
sceneId / sceneIndex
string/number
optional
From scene (assemble, settle, hold)
toSceneId / toSceneIndex
string/number
optional
Morph target scene
structure
enum
optional
silhouette (default) or lattice
plateType
enum
optional
bw, greyscale or color (Socials default bw: white particles on black)
a / b
object
optional
Formation A and morph target B: points, svg, text, count, sampleMode
phases
object
optional
{ assemble, settle, hold, morph } in seconds or fractions of the total
field
object
optional
Calm-field overrides (numbers)
seed
number
optional
Stable physics seed
loop
bool
optional
Perfect loop
glyphScale
number
optional
Particle mark size (20-200)
markSvg
string|string[]
optional
Particle mark SVG markup or URL(s)
particleMarks
array
optional
SVG mix-stack particle marks
dualCompare
object
optional
{ massA, massB, a, b }: proportional mass for a two-population compare
plates
object[]
optional
Multi-layer B/W plates for parallax and drift
geoMask
object
optional
Scene mask { points, svg, invert, id }
forceFrom
enum
optional
scene or layer: where the layers take their mask and forces from
glyphOverrides
object
optional
Hybrid type cells (see set_glyph_overrides)
softPlate
bool|object
optional
Bake SoftPlate thin glass under the stack
format
enum
optional
square, portrait, vertical, landscape or wide
POST set_geo_mask
Set a scene-level geoMask (and optional force group) and stamp forceFrom: "scene" onto the vector layers, so particle and data layers share one mask and one force group. Leaves gsapCode unset.
Param
Type
Description
projectId
string
required
Project UUID
sceneId / sceneIndex
string/number
optional
Target scene
geoMask
object
optional
{ points, svg, invert, id }: points are [x,y] pairs
forceGroup
object
optional
Shared force values (numbers)
forceFrom
enum
optional
scene or layer
layerIds
string[]
optional
Layers to stamp (default every vector layer)
POST set_glyph_overrides
Compose or read glyphOverrides for hybrid type cells (svg, char, colorOv, scale, slots). Preferred over the interim svgOverlay. There is no generator UI. Leaves gsapCode unset.
Param
Type
Description
projectId
string
required
Project UUID
sceneId / sceneIndex
string/number
optional
Target scene
layerId
string
optional
Vector layer id
overrides
object
optional
Cell overrides to write; omit to read the current ones
Characters
A character lives on its design system and a project picks some by id (preset.characterIds), as in the editor. Its fields: name, prompt (free notes), details (role, age, height, bodyType, personality, faceShape, eyes, eyebrows, nose, lips, skin, hair, makeup), marks ({ text, side }, side is the character's own left, right, both or centre), wardrobe ({ name, material, colour }, colour a hex), panels (profile, turnaround, face, costume, palette on; expressions, poses off) and photos ({ url, role, label }, role identity, clothing, shoes or accessory).
Reads also return portrait (the full-resolution, front-facing portrait on white: the character's thumbnail and the face its sheets are drawn from; portraitSource is portrait, or front still / close-up still for a character made before portraits), sheet (main = character sheet, detail = detail sheet, current false once the look changed) and sceneDetails, the CHARACTER DETAILS text every scene prompt gets. Typical flow: create_character with projectId, generate_character_sheet, then generate_image with characterIds.
GET list_characters
Every character of a design system, or of a project's design system, with all details, sheets and photos. get_project also lists the project's picked characters in this shape.
Param
Type
Description
designSystemId
string
optional
Design system slug (or pass projectId)
projectId
string
optional
Project UUID: uses its design system and also returns projectCharacterIds
characterId
string
optional
Return only this character
POST create_character
Create a character in a design system's library, as the editor's Characters overlay saves one. Photos are stored in Wildfield (a data:image URI is uploaded, another https link imported). Then call generate_character_sheet.
Param
Type
Description
name
string
required
Character name, e.g. "Mara"
designSystemId
string
optional
Design system slug (or pass projectId)
projectId
string
optional
Project UUID: the character goes into its design system and is picked for the project
prompt
string
optional
Free notes, added after the fields in sheet and scene prompts
details
object
optional
The 13 look fields (see Characters above)
marks
object[]
optional
{ text, side }
wardrobe
object[]
optional
{ name, material, colour }
panels
object
optional
Sheet panels on or off
photos
object[]
optional
Reference photos { url, role, label }
POST update_character
Change only what you pass: details and panels merge (an empty string clears a detail), marks and wardrobe replace the list. A look change marks an existing sheet out of date: scenes keep its face and take the outfit from the details until the sheet is drawn again.
Param
Type
Description
characterId
string
required
Character id (from list_characters)
designSystemId
string
optional
Design system slug (or pass projectId)
projectId
string
optional
Project UUID (uses its design system)
name
string
optional
New name
prompt
string
optional
Free notes
details
object
optional
Look fields to merge
marks
object[]
optional
Replaces the marks list
wardrobe
object[]
optional
Replaces the wardrobe list
panels
object
optional
Panels to merge
addPhotos
object[]
optional
Photos to append
removePhotoIds
string[]
optional
Photo ids to remove
photoUpdates
object[]
optional
{ id, role, label }: change a photo's role or label
POST generate_character_sheet
The editor's Generate sheet. A character with no portrait first gets one (front-facing, on white); the character sheet and the detail sheet are then drawn from it on Nano Banana Pro at 2K. A new character is 3 generations, a redraw 2 (the portrait and face are kept), charged as in the editor. Blocking, 1 to 6 minutes; the portrait and the character sheet are each saved as soon as they land, so on a timeout check list_characters and get_credit_balance before retrying.
Param
Type
Description
characterId
string
required
Character id
designSystemId
string
optional
Design system slug (or pass projectId)
projectId
string
optional
Project UUID (uses its design system)
newPortrait
bool
optional
Draw a fresh portrait first (one more generation). Default false: keep the face
POST duplicate_character
Copy a character with every photo, field and both sheets, saved after the original. The way to a second outfit: duplicate, change wardrobe, generate the sheet again.
Param
Type
Description
characterId
string
required
Character id to copy
designSystemId
string
optional
Design system slug (or pass projectId)
projectId
string
optional
Project UUID: also picks the copy for the project
name
string
optional
Name for the copy (default "<name> copy")
POST delete_character
Remove a character from its library (cannot be undone). Sheets and photos stay in storage.
Param
Type
Description
characterId
string
required
Character id
designSystemId
string
optional
Design system slug (or pass projectId)
projectId
string
optional
Project UUID: also unpicks the character there
POST set_project_characters
Set a project's picked characters (the editor's + Character chips). They must belong to the project's design system; pass their ids to generate_image as characterIds to use them in a scene.
Param
Type
Description
projectId
string
required
Project UUID
characterIds
string[]
required
Character ids, in order ([] clears)
POST generate_image
Generate an AI image for use as a scene background. Pass format so the plate matches the ad. Pass designSystemId so the brand globalGenPrompt is appended.
Param
Type
Description
prompt
string
required
Image generation prompt
filename
string
optional
Output filename
model
enum
optional
AI model (see table below)
format
enum
optional
Sets size when width/height are omitted
designSystemId
string
optional
Appends globalGenPrompt and scopes storage
width
number
optional
Width in px (default: format size, else 2160)
height
number
optional
Height in px (default: format size, else 2160)
characterIds
string[]
optional
Characters to put in the image (needs designSystemId). Built like the editor's Generate Image with characters picked: the prompt gets CHARACTER DETAILS, and each character's sheets (or photos) plus its clothing, shoes and accessory photos are attached with their roles. With references the call runs as an edit.
sceneImageUrl
string
optional
Current scene image to keep as the background and composition (image 1)
projectId
string
optional
Project the image is for
image_urls
string[]
optional
Reference images. The maximum follows the selected model. Over the cap is rejected, not trimmed.
Available models
gpt-image-1
ChatGPT Image v2 (default, best quality)
flux-dev
Flux Dev (fast)
flux-pro
Flux Pro
imagen4
Google Imagen 4
imagen4-fast
Google Imagen 4 Fast
nano-banana-pro
Nano Banana Pro
ideogram-v3
Ideogram v3
recraft-v3
Recraft V3
recraft-v3-transparent
Recraft V3 (transparent background PNG)
flux-2-pro
FLUX 2 Pro (optional, up to 9 reference images)
flux-3
FLUX 3 (optional, not the default, up to 10 reference images)
ideogram-4.5
Ideogram 4.5 (optional, not the default, 5 images including the source)
GET list_generations
Browse generated images, optionally scoped to a design system (client). Non-admins always see only images they have access to.
Param
Type
Description
designSystemId
string
required
Design system slug (e.g. "beau-brummell")
POST upload_image
Upload an image from a URL to Blob storage for use as a scene background.
Param
Type
Description
url
string
required
Public URL of the image
filename
string
optional
Filename for the stored image
POST outpaint_image
Expand an image's edges using AI outpainting. The source image is downloaded and sent as image data. Default model is fal-ai/bria/expand (fal-ai/flux-2-pro/outpaint also available). At least one expand_* value must be greater than 0.
Param
Type
Description
image_url
string
required
Public URL of the source image (downloaded and sent as image data)
expand_top
number
optional
Pixels to expand at top
expand_bottom
number
optional
Pixels to expand at bottom
expand_left
number
optional
Pixels to expand at left
expand_right
number
optional
Pixels to expand at right
prompt
string
optional
Hint for what to paint into the expanded area
model
enum
optional
fal-ai/bria/expand (default) or fal-ai/flux-2-pro/outpaint
filename
string
optional
Output filename (default: extended.png)
design_system_id
string
optional
Design system slug to scope storage to a client
original_width / original_height
number
optional
Exact source size in px (decoded when omitted)
POST generate_vector
Generate a clean editable SVG icon/shape via fal.ai (Recraft V4.1).
Param
Type
Description
prompt
string
required
Description of the SVG to generate
model
string
optional
fal.ai model (default: recraft-v4.1)
filename
string
optional
Output filename
POST duplicate_project
Duplicate a project (creates a copy with "(Copy)" suffix).
Param
Type
Description
id
string
required
Project UUID to duplicate
POST upload_audio
Import an audio file from a public URL into Wildfield storage. Returns a Blob URL. Full-length songs are fine: up to 500 MB per file (a 10 minute WAV is about 100 MB, a 10 minute MP3 about 10 to 25 MB). Wildfield fetches the URL itself, so the file never passes through the call. For a song under the whole video, set it as project.timelineAudio ({ url, fileName, cropStart: 0, volume: 100 }) with update_project: it plays from cropStart (seconds) for as long as the scenes run, so add scenes (0.1 to 30 s each) until they add up to the song. For audio under one scene, set that scene's audioUrl instead; a scene plays only its own duration of a clip.
Param
Type
Description
url
string
required
Public http(s) URL of the audio file (mp3, wav, ogg, aac, m4a, webm), up to 500 MB
filename
string
optional
Filename for stored audio
DELETE delete_design_system
Delete a design system (cannot delete "default"). Pass reassignTo to move leftover projects first.
Param
Type
Description
id
string
required
Design system slug to delete
reassignTo
string
Move leftover projects onto this design system (usually default)
GET list_approval_items
List approval-feed items for a design system review token (pending and decided). Pass the token from Share / Submit for approval. REST: GET /api/approval/feed.
Param
Type
Description
token
string
required
Design system approval_feed_token (from the /review/<token> URL)
includeDecided
boolean
optional
Include decided items (default true)
POST create_review_link
Mint or retrieve the approval review link for a design system. Returns the token and public review URL (https://wildfield.io/review/<token>). If the token already exists, returns the existing one. REST: POST /api/approval/share.
Submit scenes for approval. Creates pending approval items in the design system's feed. Auto-mints the review token if missing. REST: POST /api/approval/submit.
Param
Type
Description
projectId
string
required
Project UUID
sceneIds
string[]
required
Array of scene IDs to submit
designSystemId
string
optional
Design system ID (derived from project if omitted)
previews
object
optional
Preview HTML keyed by sceneId
sceneMeta
object
optional
Scene metadata (animated, animationReasons, durationSec, loop, width, height) keyed by sceneId
sequence
boolean
optional
Submit as a single sequence item instead of individual scenes
allowEmptyCopy
boolean
optional
Submit when Meta primaryText is missing (default false: 400 missing_primary_text)
Returns { ok, token, reviewUrl, count, itemIds }.
POST delete_approval_items
Delete specific items from a design system's review feed, for example stale cards left by deleted projects or scenes. Does not rotate the review token, so the same review URL keeps working. REST: POST /api/approval/delete.
Param
Type
Description
token
string
required
Design system approval_feed_token (from the /review/<token> URL)
itemIds
string[]
required
Approval item UUIDs to delete
Returns { ok, deleted, count }.
POST export_composition_html
Build render-ready composition HTML from a projectId. This is the same buildComposition(scenes, { mode: "video", stripEditor: true, autoplay: false, hyperframes: true }) string the editor POSTs to /api/renders/video. Prefer render_video with projectId when you only need to start a render (server builds HTML). Use this when you need the HTML itself. REST: POST /api/agent/export-composition. Not the same as preview_scene / buildPreviewHtml (critique still only).
Returns html, width, height, format, durationSec. Optional for renders: prefer render_video({ projectId }).
POST render_video
Start a server-side MP4 render. Prefer projectId (server builds composition HTML so agents avoid shipping ~170KB+ HTML through MCP args). Or pass html + width + height from export_composition_html / the editor. Returns a renderId + executionArn - poll get_render_progress until SUCCEEDED for the video URL. REST: POST /api/renders/video accepts the same shapes. One render at a time per account. Check first with get_active_render. Stop with cancel_render.
Param
Type
Description
projectId
string
optional
Project UUID (preferred). Server builds HTML then starts the render. Require this or html+width+height
html
string
optional
Full composition HTML (required with width+height if projectId omitted)
width
number
optional
Output width in pixels (required with html)
height
number
optional
Output height in pixels (required with html)
format
string
optional
With projectId: ad format (square/portrait/...). With html: container (default mp4)
scope
enum
optional
With projectId: timeline (default) or scene
sceneId
string
optional
With projectId + scope=scene
sceneIndex
number
optional
0-based scene index when scope=scene
fps
number
optional
Frames per second (default 30)
quality
string
optional
Render quality (default "high")
loops
number
optional
Export the video repeated 1 to 8 times (default 1). Seamless on a Perfect-loop scene. The composition is rendered once and the finished MP4 is repeated, so the credit price does not multiply - but pass the same loops to get_render_progress, which is where the repeat happens
GET get_render_progress
Poll the progress of a video render started with render_video. When status is SUCCEEDED, videoUrl holds a signed download URL (valid ~1 hour).
Param
Type
Description
executionArn
string
required
executionArn returned by render_video
filename
string
optional
Download filename for the signed URL (default: output.mp4)
loops
number
optional
Repeat the finished video 1 to 8 times (default 1). Must match the loops given to render_video. The picture is stream-copied so the join is frame-exact; the audio is re-encoded once from a sample-exact loop so the join does not click
durationSec
number
optional
One pass length from render_video; with loops above 1 it trims each pass
GET get_active_render
Check whether this account currently has a video render in flight, wherever it was started (this tool, another agent, or the Wildfield editor). Returns the running render or null. Call this before render_video if you are unsure.
No parameters.
POST cancel_render
Stop a running video render server-side and discard it. Stops the AWS execution, refunds the credits charged at start, and deletes partial output. Safe to call twice, and safe after the render has already finished (it then reports what happened and changes nothing).
Param
Type
Description
executionArn
string
required
executionArn from render_video or get_active_render
GET get_motion_skill
Load the Wildfield Motion Skill: the authoritative knowledge for Animate Physics, Guide Physics, and layout motion. Returns a training prompt plus structured JSON of every parameter, range, default, and named recipe. Call this before you write any motion onto a layer, then get_project → set layers[].physics / scene.timelineAnim → update_project.
No parameters. Do not invent force values; use the ranges this tool returns.
GET recall_motion
Recall the most recent exported (confirmed) motion patterns for the signed-in user, optionally scoped to one design system. Replay a recalled pattern when the brief says "like the last one". Returns an empty list unless the MOTION_AGENT flag is on.
Param
Type
Description
designSystemId
string
optional
Scope to one client
limit
number
optional
Max patterns (default 8)
GET get_credit_balance
Check YOUR OWN credit balance and recent spend. Use it before a generation, and after a timeout to confirm whether you were charged. A failed or timed-out generation is not charged. The usage part counts every operation in the period at Wildfield prices (the same numbers as admin Usage & Costs), whether or not it was charged to the wallet: a billing exempt account, or any account while wallet charging is off, has usage but no wallet charges (exempt, billing_enforced).
Param
Type
Description
period
string
optional
Usage window, e.g. 7d or 30d (1-90 days, default 30d)
POST render_screenshot
Render composition HTML to a PNG and return the image. Max dimension 4096px. To persist it to a public URL, pass a data URI to save_render.
Param
Type
Description
html
string
required
Full composition HTML to screenshot
width
number
required
Output width in pixels (max 4096)
height
number
required
Output height in pixels (max 4096)
POST save_render
Save a rendered image (base64 data URI) to storage and return a public URL. Use to persist a PNG produced by render_screenshot or an in-app export.
Param
Type
Description
dataUri
string
required
Base64 data URI, e.g. "data:image/png;base64,..."
filename
string
optional
Output filename (default: render.png)
POST inpaint_image
AI-fill a masked region of an image from a prompt (generative fill). Provide the source image URL and a mask URL where white marks the area to regenerate.
Param
Type
Description
image_url
string
required
Public URL of the source image
mask_url
string
required
Public URL of the mask image (white = region to fill)
prompt
string
optional
What to paint into the masked region
model
string
optional
Inpaint model (default: fal-ai/bria/genfill)
filename
string
optional
Output filename (default: retouched.png)
design_system_id
string
optional
Design system slug to scope storage to a client
POST retouch_image
Retouch an image by erasing/removing content within a masked region (object removal). Use mode "inpaint" to regenerate the region from a prompt instead.
Param
Type
Description
image_url
string
required
Public URL of the source image
mask_url
string
required
Public URL of the mask image (white = region to retouch)
mode
enum
optional
erase removes content (default); inpaint fills from the prompt
prompt
string
optional
Fill prompt (used when mode is "inpaint")
model
string
optional
Override model (default depends on mode)
filename
string
optional
Output filename (default: retouched.png)
design_system_id
string
optional
Design system slug to scope storage to a client
POST edit_image
Edit an image with a natural-language instruction (e.g. "remove the background", "make it night-time"). Some models (e.g. ideogram-rembg) need no prompt. Pass format or width/height so the result matches the ad (a 9:16 scene must not come back landscape).
Param
Type
Description
image_url
string
required
Public URL of the source image
prompt
string
optional
Edit instruction (required for most models)
model
enum
optional
Edit model (see table below)
filename
string
optional
Output filename (default: edited.png)
design_system_id
string
optional
Design system slug to scope storage to a client
format
string
optional
Ad format key (square, portrait, vertical, landscape, wide) so the edit keeps that aspect
width
number
optional
Output width in pixels (with height)
height
number
optional
Output height in pixels (with width)
image_urls
string[]
optional
Extra reference images, not including image_url. The total, including the source, cannot exceed the model cap. Over the cap is rejected.
Available models
nano-banana-pro
Nano Banana Pro (default)
nano-banana-2
Nano Banana 2.1 (up to 14 images)
nano-banana
Nano Banana
flux-kontext
Flux Kontext
qwen-edit
Qwen Edit
seedream-edit
Seedream Edit
ideogram-rembg
Ideogram background removal (no prompt needed)
flux-2-pro
FLUX 2 Pro (optional, up to 9 images)
flux-3
FLUX 3 (optional, not the default, up to 10 images)
ideogram-4.5
Ideogram 4.5 (optional, not the default, source plus up to 4 references)
gpt-image-2
GPT Image 2 (optional, up to 16 images)
gpt-image-2.5-flare
GPT Image 2.5 Flare (optional here, up to 16 images)
gpt-image-2.5-sunburst
GPT Image 2.5 Sunburst (optional here, up to 16 images)
POST enhance_image
Upscale / enhance an image's resolution and detail.
Param
Type
Description
image_url
string
required
Public URL of the source image
model
enum
optional
aura-sr (default), creative-upscaler, or clarity-upscaler
Crop an image by percentage from each edge. At least one crop value must be greater than 0.
Param
Type
Description
image_url
string
required
Public URL of the source image
crop_top
number
optional
Percent to crop from the top (0–100)
crop_bottom
number
optional
Percent to crop from the bottom (0–100)
crop_left
number
optional
Percent to crop from the left (0–100)
crop_right
number
optional
Percent to crop from the right (0–100)
filename
string
optional
Output filename (default: cropped.png)
design_system_id
string
optional
Design system slug to scope storage to a client
POST delete_generation
Delete a generated or uploaded image from storage by its Blob URL. Only image-gen/ and uploads/ URLs are deletable, and you must own the generation (or be an admin).
Param
Type
Description
url
string
required
The Blob URL of the image to delete
POST capture_url
Capture a screenshot of a public web page and return the PNG. Private/local hosts are blocked.
Param
Type
Description
url
string
required
Public http(s) URL to capture
width
number
optional
Viewport width in px (1–4096, default 1280)
height
number
optional
Viewport height in px (1–4096, default 720)
fullPage
boolean
optional
Capture the full scrollable page height (default false)
Design System Schema
The complete field reference for design systems. All fields are required for correct rendering.
Field
Type
Description
id
string
URL-safe slug (e.g. beau-brummell)
name
string
Display name
clientName
string
Client display name
colorVars
array
4 named colour swatches: [{hex, name}] (Primary, Secondary, Dark, Light)
fontHeadline
string
Headline font stack (e.g. "Montserrat, sans-serif")
fontBody
string
Body font stack (e.g. "Inter, sans-serif")
fontImport
URL
Google Fonts import URL
customFonts
array
Uploaded fonts: [{name, url, fileName}]
fontH1 – fontH3
string
Per-element font overrides (blank = inherit)
fontCta
string
CTA button font (blank = inherit fontBody)
h1Weight – ctaWeight
string
CSS font-weight values
h1Transform – ctaTransform
string
none or uppercase
h1LetterSpacing – ctaLetterSpacing
string
CSS letter-spacing
ctaRadius
string
Button radius multiplier (e.g. 0.5)
ctaAlign
string
left or center
contentAlign
string
left or center
contentPosition
string
top, middle, or bottom
logoPosition
string
9-grid position (e.g. top-left, bottom-center)
logoScale
number
Logo size percentage (100 = default)
logoSvg
string
Logo SVG blob URL
logoFileName
string
Logo filename
disclaimer
string
Legal disclaimer text (blank if none)
disclaimerAlign
string
left or center
globalGenPrompt
string
Default AI image generation prompt prefix
globalLocks
object
Locked fields applied across all scenes
Project Schema
The full project object structure returned by get_project and expected by update_project.
{
"version": 2,
"designSystemId": "client-slug",
"preset": { /* full design system snapshot */ },
"activeFormat": "square",
"activeSceneId": "scene-uuid",
"totalDuration": 12,
"scenes": [ /* array of scene objects */ ]
}
Field
Type
Description
version
number
Schema version (always 2)
designSystemId
string
Linked design system slug
preset
object
Full design system embedded in project
activeFormat
enum
square, portrait, vertical, landscape, wide
activeSceneId
string
Currently selected scene
totalDuration
number
Sum of all scene durations. When a background video track is set, the editor can fit the timeline to the video length
scenes
array
Ordered array of scene objects
bgVideoTrack
object|null
Project-level background video. One clip under the whole timeline (not per scene). { url, ref, fileName, poster, muted, srcW, srcH }. Preview and Lambda export share this single element so scene cuts do not flash black. Do not write scenes[].bgVideo for a campaign bed - set this instead
timelineAudio
object|null
Project-level audio bed (same idea as the video track): one track across the timeline. { url, fileName, cropStart, volume, fadeIn, fadeOut }, times in seconds. The whole file is kept, however long; it plays from cropStart for the length of the scenes. Render Timeline carries it continuously across the stitched ads.
Scene Schema
A scene may contain any of these fields. Almost all are optional. Missing fields fall back to design-system and editor defaults, so a scene only needs the fields it actually sets.
Field
Type
Description
Content
id
string
Unique scene identifier
name
string
Scene display name
h1
string
Headline text
h2
string
Supporting text
h3
string
Third line
ctaText
string
CTA button label
disclaimerOverride
string
Per-scene disclaimer (blank = use preset)
duration
number
Scene duration in seconds
Layout
logoPosition
string
9-grid logo placement
logoScale
number
Per-scene logo scale (100 = default)
contentPosition
string
top, middle, bottom
contentAlign
string
left or center
ctaAlign
string
left or center
paddingPerFormat
object
Per-format padding: {square: {left, right}, ...}
layoutPerFormat
object
Per-format layout overrides (position/align/scale), inherited leftward across formats
Layout Template & Grid
layoutTemplate
string
Applied layout-template id, one of classic, centered, hero, topLead, bottomBar, footer, logoBottom, cornerMark, minimal, grid, cinematic (Centered logo), none, logoBottomLeft, logoBottomRight. Sets the slot fields above; a template is a starting point, not a constraint.
gridEnabled
boolean
Opt-in free-placement mode. When true, slot typography is suppressed and freeEls is rendered instead.
freeEls
array
Freely placed elements: [{id, role, text, cx, cy, w, h, angle, rotated}], where cx/cy/w/h are fractions of the frame (frame-fractional poses), so they hold across formats.
gridCols
number
Editor snap-lattice columns for placing/dragging grid elements
gridRows
number
Editor snap-lattice rows
gridPerFormat
object
Per-aspect-ratio grid: {square: {freeEls, gridCols, gridRows}, vertical: {...}}, swapped in/out on format switch (like bgPerFormat)
[{id, char, font, x, y, scale, rotation, colorOv}]
maskLayerId
string
Id of the canvas layer used as a mask for the layer stack (layer-as-mask)
layers[].contrast
number
Layer-global contrast (100 = default) - applied to the whole layer, not keyframed
layers[].saturation
number
Layer-global saturation (100 = default) - applied to the whole layer, not keyframed
layers[].position
object
{ x, y, scale, rotation } - the layer's one authored pose. Scale is percent (100 = identity). On a linked pair each scene stores its own pose; playback holds it until kf.t, then morphs
layers[].kf
object
{ t } - when that pose lands, 0-1 through the scene. Dragged on the scene bar. There is no Start / Mid / End pose any more
layers[].linkNext
boolean
Hand this layer to the same-named layer in a later scene
layers[].linkEase
string
Junction ease id (e.g. easeOutExpo). Empty = Auto (velocity-matched). Shapes both pose and physics across the cut
layers[].physics
object
Animate Physics. { enabled, seed, loop, kf: { start, mid?, end? }, guide }. Call get_motion_skill before writing this
AI Generation
genAiPrompt
string
AI image prompt for this scene
genAiModel
string
AI model key
genAiCamera
string
Camera angle (e.g. "eye-level")
genAiLens
string
Lens type (e.g. "standard")
genAiShotSize
string
Shot size (e.g. "medium-shot")
genAiLighting
string
Lighting style
genAiBackground
string
Background description
genAiStyle
string
Visual style (e.g. "photo-realistic")
genAiMood
string
Mood/atmosphere
genAiImages
object
Per-format generated images
bgImageHistory
object
Per-format image history arrays
bgImageHistoryIndex
object
Per-format history index
Cinematic
cinematic
boolean
Enable cinematic mode (hides text)
cinematicShowLogo
boolean
Show logo in cinematic mode
cinematicLogoScale
number|null
Logo scale override for cinematic
cinematicLogoPosition
string|null
Logo position override for cinematic
Audio
audioUrl
URL
Audio file URL
audioFileName
string
Audio filename
audioOffset
number
Audio offset in ms
audioPlayMode
string
loop, once, fade
audioVolume
number
Volume 0–100
audioCropStart–audioCropEnd
number
Audio trim in ms
audioFadeOut
number
Fade out duration in ms
Capture
captureEnabled
boolean
Enable capture mode (overrides imaging)
captureUrl
URL
URL to capture
captureFilter
string
CSS filter preset name
captureAnimMode
string
none or animate
captureEasing
string
Easing function name
captureKeyframes
object
Per-format keyframes
Advanced
htmlOverride
string
Custom HTML content
useHtmlOverride
boolean
Enable HTML override mode
notes
string
Internal notes
animationNotes
string
Animation description
elementAnimations
object
Per-format element animation data
Format Specifications
Font sizes are calculated by the renderer, not stored. The root unit determines all text sizes via multipliers.
Vector text layers accept inline expression tokens wrapped in curly braces. Each token evaluates live against the scene clock, so a single text string can count a number, cycle through words, type on, or print a stable random digit, with no keyframes. Tokens evaluate identically in preview and in server render, and a token persists across linked scenes (the linked clips share one timeline window, so a {0-100} ramps once across the whole chain rather than restarting at each cut).
Where to type them: Canvas mode → a Vector layer → the text field (placeholder Type text…). Any glyph/string entry in the layer's text stack accepts tokens. There is no MCP parameter: expressions live inside the text content itself.
Token
Type
What it does
{A-B}
Number
Tweens linearly from A to B over the layer's timeline window. {0-100} counts up; {100-3} counts down. A and B may be negative and/or decimal. Flags: |$, |%, |th, |commas, |step:N, |ease:out, |prefix:X, |suffix:X, hold @0.2-0.8.
{w1, w2, …}
Words
Splits the window into N equal segments and shows each word in turn. {monkey, cat} = 50 / 50; the last word holds to the end. Weight a line with {Save:2, Shop:1}. {day:Mon,Tue} is the same idea.
{random}
Random
A single stable digit 1-9. Seeded once (never flickers) and identical in preview and every render chunk. Per particle when Animate Physics is on.
{rand:A-B}
Random
A stable integer in the range, seeded the same way as {random}.
{pick:a, b}
Random
A stable word pick. Same seed, same word, every render.
{type:TEXT}
Reveal
Typewriter across the scene. {type:TEXT:2} types in 2 seconds, then holds. Seconds never run past the scene end. Hold is extra time after that.
{scramble:TEXT}
Reveal
Decode from random glyphs into the target by progress.
{time:0:30-0:00}
Clock
Countdown or count-up as m:ss. Also accepts seconds: {time:90-0}.
{bar:0-10}
Bar
A text bar of █ / ░ blocks that fill with the tween.
{date:1-31}
Number
Integer tween (no decimals).
{…:s0.5}
Stagger
Fade each character on over 0.5 seconds. One word: {WORLD:s0.4}. Restarts when a word cycle changes. Also |s:0.5.
{…:d0.5}
Delay
Wait 0.5 seconds, then start. Combos: {cat:d0.2:s0.2}. Also |d:0.5. Seconds never run past the scene end.
Number animation: decimals and direction
The decimal precision of the output matches the inputs: the result is shown to max(decimals of A, decimals of B) places. Both-integer inputs stay integer (rounded). Descending ranges (B < A) animate backwards.
You type
At 0%
At 50%
At 100%
Score: {0-100}
Score: 0
Score: 50
Score: 100
{100-3} left
100 left
52 left
3 left
{0-1.5}x
0.0x
0.8x
1.5x
{-20-20}°
-20°
0°
20°
Examples
Raised {0-100}% this quarter → counts 0 → 100 over the scene
Only {50-0} left! → counts down 50 → 0{Save big, Move fast, Win}→ three words, ~33% each, last holds
Gate {random}, Seat {random}→ two independent stable digits{0-100}% / {loading, almost, done}→ a counter and a word cycle in one line{0-9999|$} off → $0 … $9,999{dogs,cats,cows:s0.5}→ words, each character fades on over 0.5s{type:LIMITED TIME}→ types on across the scene
Behaviour & gotchas
Multiple tokens
Every {…} in the string is evaluated. Each {random} gets its own stable digit (seeded by its position).
Plain text untouched
Anything outside braces is printed verbatim: $, %, punctuation, spaces all survive.
Unknown tokens
A brace group that matches none of the forms (e.g. {hello}) is left as the literal text {hello}. No error, no blank.
Nested braces
Not supported. {{0-100}} won't tween; keep tokens flat.
Number vs words
A comma inside the braces makes it a word cycle; a single dash between two numbers makes it a tween. {0,1,2} is words; {0-2} is a number.
Start / end
Values clamp at the window edges: a number holds its first value before the window and its last value after it; a word cycle holds the final word.
Per-word colour
A separate markup that shares the same copy: [[b2|two words]] paints that run in palette colour b2. It uses neither brace, and the runs are parsed before the token scanner, so a token can sit inside a coloured run ([[b1|{0-100}%]]) and keep its colour while it counts. Highlight words in the copy field and pick a swatch to write it.
Verified against app.html: the token runtime vexprEvalCore (parse + interpolation) and the live updater __vectorExprRuntime.
Animate & Guide Physics
Animate Physics is a particle engine on a Vector layer. Each glyph or SVG becomes many copies. Eight forces push those copies around the frame. The same numbers drive preview and the cloud MP4, because the runtime is a pure function of time and seed. An untouched panel is a no-op (all forces 0). Flip the Engine switch on, then either dial forces or pick a Recipe.
Call get_motion_skill then apply_physics_recipe. Do not invent ranges or gsapCode.
How a field feels
Force
What it does
Slider
Default
wind
A steady breeze. Every particle is pushed the same way, like leaves crossing the frame
0-50
0
turbulence
Chaotic noise. Higher values get jittery and unpredictable
0-60
0
gravity
A downward pull. Particles fall and settle. Off in Perfect loop
0-50
0
swirl
Spin around the centre, like water down a drain
0-100
0
orbit
Circle the centre at a steady radius instead of spiralling in
0-40
0
wave
A rolling ripple across the field, like a flag or water surface
0-50
0
float
Gentle upward lift with a soft bob: balloons, embers, bubbles
0-60
0
spring
Elastic pull back to each particle's home. Off in Perfect loop
0-50
0
Layout and globals
Layout is structural. On a linked chain, count is owned by the first scene so particle i stays the same particle across the cut. Forces and globals can ramp from Start to End on that scene; they also lerp across a LINK, the same way Scale does.
Group
Controls
Slider
Type beyond
Default
Layout
count (how many copies)
1-800 (FORMATION_MAX)
same cap
1
Layout
fill (cluster to frame to overshoot)
0-120
500
60
Layout
fanOut
0-100
-
0
Global
speed (tempo; 50 = 1x)
0-50
100 (2x)
50
Global
intensity (multiplies every force)
0-150
-
100
Global
randomness
0-100
-
50
Global
stagger
0-100
-
20
Click a number to type past the slider. The track is the useful band; extremes are opt-in.
Engine, Perfect loop, Trail, Recipes
Engine
Master on/off. Off keeps every force, guide and recipe; keyframe tweens take back the layer
Perfect loop
Scene-level. Last frame matches the first. Gravity and Spring switch off on particles. Animate gradient wraps too. Periodic forces lock to whole cycles
Trail
copies (0-12), copyTimeOffset, copyFade: a time-offset tail behind each particle
Recipes
Live tiles (crosswind dunes, supernova, ticker count…). A tile writes the same physics fields you can set by hand
Randomize
Rolls a coherent recipe (breeze, tornado, orbits) and a new seed. Amber padlocks pin a value so Randomize leaves it
Guide Physics and Form Sources
Guide Physics sits on top of the running field. A prompt such as "form a ring" or "rotate 360" bakes a { formation, modifier } spec. Physics still runs underneath. Clear the shape and you are back to pure forces; the modifier (Motion's Displace), Follow and Emit stay.
In the Canvas panel (v1.999.0) this is three cards over the same physics.guide fields: Shape (saved id guide-physics: the formation from a prompt, a generator, an image, an SVG or data, and its Reveal), Draw (id drawing: the path or mask in layer.draw, Smoothness, Show guide, Fill mask) and Follow / Emit (id follow-emit: guide.followPath or guide.emitter, one job at a time). No field moved, so saved projects render exactly as before.
Form Sources (on by default) feed that formation from something other than a prompt:
Source
You supply
How particles assemble
Points
Prompt
A sentence
AI returns a shape and/or a motion
up to 800
Shapes
A generator (phyllotaxis, spiral, sphere…)
Deterministic points
up to 800
Image
PNG / JPG / WebP
Silhouette or edge sample
12-800 (160)
SVG
An .svg
Trace along the path. Optional draw-on
12-800 (80)
Data
Numbers
Chart polyline
12-800 (64)
Draw
A path or mask on the canvas
Follow-path or fill-mask. Hide the guide without deleting it
up to 800
A to B across a LINK: each linked scene can hold its own formation. Particles melt from shape A to shape B across the cut. Count stays locked so identity holds. Ease on the Keyframes panel (Slow finish, etc.) shapes both the pose and the physics clock.
Gradient FX (animated linear / conic / mesh / aurora) is on by default. Opt out with ?gradientFx=off.
Verified against app.html v1.484.0: PHYSICS_DEFAULTS, slider arrays, FORMATION_MAX 800, FORM_SOURCES / GRADIENT_FX default on, one pose per layer at kf.t.
Editor Feature Map
The editor's user-facing creative surface, beyond the API/MCP layer above. Most features are always visible; a few are flag-gated (enable via URL param or localStorage as shown above). This map reflects the shipping product. See the dedicated sections above for expressions and physics.
Inline {A-B} / {w1,w2} / {random} plus format, type, scramble, pick, time, bar, and :s0.5 stagger. → full reference
Live
Animate Physics
Force-field particle motion, Engine / Trail, Recipes, Randomize, locks, Guide Physics. Hold and Perfect loop live in Finish on every layer mode. → full reference
Live
Form Sources
Prompt, Shapes, Image, SVG, Data, Draw. A→B morph on a LINK. Opt out with ?formSources=off.
Live (default on)
Gradient FX
Animated linear / conic / mesh / aurora gradients with Randomize. Perfect loop wraps the field so the last frame matches the first. Opt out with ?gradientFx=off.
Live (default on)
Keyframes
One pose per layer. Drag the marker on the scene bar. Physics forces still have Start / End slots. LINK + Ease under Keyframes.
Live
Linked scenes
LINK hands pose and physics to the next scene. Authored Scale (and other pose sliders) hold until the keyframe, then morph. Count stays locked across the chain.
Live (default on)
Background video
One project-level bgVideoTrack under the whole timeline. Timeline can fit to the video length. Prefer this over per-scene bgVideo.
Live
Colour & type
Per-object colour
Master and per-glyph colour overrides with an eyedropper; right-click to reset to inherit; colour is keyframeable.
Live
Typography
Google Fonts + custom uploads, per-element font / weight / transform / letter-spacing; alignment (H & V).
Live
Capture & imaging
Live feed
The camera button top right of the preview puts a feed behind or over the ad: YouTube (muted), Web page, Share screen, Camera or Off, with Opacity, Over / Behind and Fit / Cover. Saved to your account per project; only you see it, and it is never rendered or exported. Web page takes an https link: the server first reads the page's framing headers (POST /api/capture/frame-check). A page that allows embedding plays live in a sandboxed frame (no top navigation, no referrer); turn on Interact to click and scroll it, off to give the editor its clicks back. A page that blocks embedding (X-Frame-Options or CSP frame-ancestors), is not https, or cannot be reached shows a still snapshot (the capture_url headless Chrome capture: no credits, the render rate limit) with a Share screen button for live and a manual Refresh snapshot. Wildfield's own pages embed too, so you can show and record the editor itself for tutorials; inside an embedded Wildfield the Web page source is off, so it never nests twice.
Live
Live Frame
Launch Frame over a live feed, compose the shot, then SNAP a still or REC a clip into the Library (and the scene). YouTube and a live web page record through Chrome / Edge Element Capture of this tab; camera, screen and a web page snapshot work in every browser.
Live
AI imaging
Retouch (erase / inpaint), AI Fill (extend), enhance / upscale, background removal, poster-frame edit. (Also via MCP: see endpoints.)
Live
Sound
Sound mode
Drag a track in → waveform with crop; threshold slider; Detect transients → auto-scenes on the beat; voice-over track + mix; master volume. Per-scene fades preview today.
Credit balance, top-up now, auto-top-up (threshold + daily cap, min $5), card management via Stripe.
Live
Agent Skills
Skills are prompt modules your agent can invoke to get context-aware guidance for specific tasks. Install the wildfield skill in your agent to unlock all MCP tools and workflow knowledge.
Core Skill
wildfield
Primary skill for all Wildfield operations. Covers MCP tool usage, design system creation, project workflows, scene field requirements, and AI image generation. Triggers on wildfield, design system, create a project, build scenes, generate ad creative.
get_motion_skill
Runtime skill, fetched over MCP. Call it before writing layers[].physics. Returns every force, range, default, and named recipe so an agent can turn a brief ("leaves in a breeze across two scenes") into real field values instead of guessing.
JSON Templates
Download these templates, fill in your client's brand details, and import via the API or MCP tools.
Three controls share the word “loop” and mean different things:
Preview loop
Timeline transport button. Editor-only boomerang (off / this scene / full timeline). Not a seamless export join.
Perfect loop
Finish panel / scene.loop + physics.loop. Seamless join for playback and export. MCP loop: true turns this on.
Export loops
Output / render_video.loops (1–8). Repeats the finished MP4. Seamless only when Perfect loop is on.
Project deep link for Socials/MCP: https://wildfield.io/app?project=<uuid> (also returned as openUrl from create/list/get/duplicate). Full agent notes: docs/agent-socials-friction.md.
Direct API Fallback
When MCP tools aren't available, use the REST API directly with your API key.
# List design systems
curl -s -H "X-API-Key: YOUR_KEY" "https://wildfield.io/api/design-systems/list"
# Save / update design system
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
"https://wildfield.io/api/design-systems/save" \
-d '{"id": "client-slug", "data": { ... }}'
# List projects
curl -s -H "X-API-Key: YOUR_KEY" "https://wildfield.io/api/projects/list"
# Get project by UUID
curl -s -H "X-API-Key: YOUR_KEY" "https://wildfield.io/api/projects/PROJECT_UUID"
# Create new project# project blob MUST include version, designSystemId, preset.name, activeFormat
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
"https://wildfield.io/api/projects/save" \
-d '{"filename": "project-slug", "project": {"version":2, "designSystemId":"client-slug", "preset":{"name":"Client Name"}, "activeFormat":"square", "scenes":[...]}}'
# Update existing project
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
"https://wildfield.io/api/projects/save" \
-d '{"filename": "project-slug", "projectId": "UUID", "project": {"version":2, "designSystemId":"client-slug", "preset":{"name":"Client Name"}, "activeFormat":"square", "scenes":[...]}}'
# ─── AI generation (genai/*): all POST, all return a blob URL ───# Generate an image from a text prompt# model: flux-dev (default), flux-pro, imagen4, imagen4-fast, gpt-image-1, nano-banana-pro, ideogram-v3, recraft-v3, recraft-v3-transparent
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
"https://wildfield.io/api/genai/generate" \
-d '{"model":"flux-dev", "prompt":"a red sports car at sunset", "width":2160, "height":2160, "filename":"car.png", "design_system_id":"client-slug"}'
# Edit an existing image with an instruction (the editing suite)# Same shape applies to /api/genai/inpaint, /retouch, and /enhance
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
"https://wildfield.io/api/genai/edit" \
-d '{"model":"nano-banana-pro", "prompt":"make the sky stormy", "image_url":"https://.../car.png", "filename":"car-edited.png"}'
# Outpaint / extend an image (fill new pixels around the frame)
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
"https://wildfield.io/api/genai/outpaint" \
-d '{"image_data":"data:image/png;base64,...", "expand_top":0, "expand_bottom":256, "expand_left":0, "expand_right":0, "prompt":"more road", "filename":"car-extended.png"}'
# Animate an element / scene into a video clip
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
"https://wildfield.io/api/genai/animate" \
-d '{"prompt":"slow pan across the car", "duration":6, "format":"mp4", "width":1080, "height":1080}'
# List your past generations
curl -s -H "X-API-Key: YOUR_KEY" "https://wildfield.io/api/genai/list"
# ─── Renders (renders/*) ───# Rasterise composition HTML to a PNG screenshot (server-side Puppeteer)
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
"https://wildfield.io/api/renders/screenshot" \
-d '{"html":"<!doctype html>...", "width":1080, "height":1080}'
# Render composition HTML to a video on AWS Lambda (returns an executionArn)
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
"https://wildfield.io/api/renders/video" \
-d '{"html":"<!doctype html>...", "width":1080, "height":1080, "fps":30, "quality":"high", "format":"mp4"}'
# Poll render progress (executionArn returned by /renders/video)
curl -s -H "X-API-Key: YOUR_KEY" "https://wildfield.io/api/renders/progress?executionArn=ARN"
Critical Rules
Font names must use SINGLE QUOTES.
Font values are injected into HTML style="" attributes. Double quotes break the attribute, silently dropping all CSS properties after the font declaration. Text renders at 16px with no styling.
All design system fields are required.
Missing fields cause the renderer to fall back to DEFAULT_PRESET values (system font, black text, white background). Always provide the complete field set.
Scenes inherit from the design system.
The create_project tool automatically inherits textColor, ctaBgColor, ctaTextColor, contentAlign, contentPosition, and logoPosition from the design system. Image backgrounds default to overlay gradient. Later edits go through patch_scene, not a full update_project.
Font sizes are read-only.
Font sizes are calculated by the renderer from format dimensions. Do not attempt to set font sizes in design systems or scenes.
Projects MUST include designSystemId in the project blob.
The /api/projects/save endpoint reads project.designSystemId to populate the design_system_id DB column. Projects are filtered by design system in the UI: if this field is missing or null, the project will not appear in the project list. You must also include version: 2, preset: {name: "..."}, and activeFormat for the project to load correctly.
Editing while the project is open.
Keep the project open in the editor and use your agent at the same time. Since v1.1066.0 your own agent (your API key, same account) writes straight through your editor's lock, and the open editor shows the change within a few seconds with a note, Updated by your agent: 12 scenes changed, and an Undo. Unsaved edits in the editor are kept: a change the agent made to other fields or scenes is merged with them, and only when both changed the same value does the editor ask which version to keep (it never discards either). Agent writes are versioned, so they can never overwrite a save the editor made a moment earlier: patch_scene and the other agent tools retry once on the newer copy by themselves, and update_project asks you to read the project again (pass revision from get_project).
What the errors mean.423"Sam has this open in the Wildfield editor right now...": another person is editing the project; this is an editing lock, not a permissions problem, and it frees itself about 90 seconds after their editor closes, so tell the user and retry once, never in a loop. "You are editing this design system's brand...": brand edits in your own editor hold the design system until you finish them. 409"The project was saved since you read it": read it again, re-apply, retry once. 403"You have view-only access to this design system": the only real permissions case; ask its owner to make you an editor.
Background video is a project track.
Set project.bgVideoTrack once. Do not stamp a video onto every scene. One element spans the timeline so cuts stay clean in preview and in the Lambda render.
Call get_motion_skill then apply_physics_recipe.
Pick a named recipe. The 15 keys are leaves, tornado, orbits, ripple, rain, emberRise, snowfall, vortex, galaxy, heartbeat, starburst, hexGrid, radialBurst, crossfade, fireworks. Do not invent gsapCode. The editor rebakes enabled physics that has no snippet on load.
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