manage_template
One template per templateId; save creates one. Find published or saved templates with browse_library category:"motion-graphics" (group:"favorites" for saved). Pass its result id; attachments use blocks.
Actions:
get: read template metadata (name, description, dimensions); no asset properties.
list_assets: read template assets grouped by type, including motionGraphicAssets[].properties (key/type/defaultValue), dimensions and duration. Read-only: no apply/copy needed. Match referenceAssetId against these asset IDs; they belong to the template source, not the current project. Reference JSX is available from browse_library references ids + parts:["code"].
apply: copy the whole template timeline/content into the current project. This is the preferred path when the template structure fits.
copy_assets: copy all template assets into the current project without placing the full template. Use this only when a new MG must embed or remap template media as project-local asset IDs. The result returns project-local copied asset IDs.
save: save a Motion Graphic from the current project as one of the user's own templates, so it can be reused in other projects. Returns its templateId; get, list_assets and apply then work on it like any template. A template keeps only the graphic: later conversations learn that the user liked it, and for which video, from memory (manage_memory with sources template:).
Read scene descriptions and companion requirements before applying; include required layers/effects and verify order and half-open time ranges. Missing companions are blockers, not permission for an incomplete scene. Template IDs are not project asset IDs: use the apply/copy result for inspect_asset and edit_item.
Apply fitting templates as-is. For a different visual job or number of content slots, use the current surface's MG workflow to create a fitting structure, borrowing visual language rather than forcing content into the example. copy_assets is only for embedding/remapping template media.
Tool call template
Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.
{
"id": 1,
"jsonrpc": "2.0",
"method": "tools/call",
"params": {
"arguments": {
"action": "<action>"
},
"name": "manage_template"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | No | For save: template name; defaults to the asset's name. | |
| action | Yes | Template operation to perform. | |
| assetId | No | For save: the Motion Graphic asset ID (or unique prefix) in the current project. | |
| placement | No | For apply: optional placement; targetTrackId accepts full IDs or unique prefixes. Linked IDs are template IDs, not project asset IDs: discover manage_template if needed, get each chosen template to read its dimensions/duration, then apply with templateId and placement {startFrame,targetTrackId}. Do not pass these IDs to edit_item adds or inspect_asset. Use the returned project asset/item IDs for later edits. Read linked scene descriptions before applying templates. When a description requires companion components, resolve them among the same design style's templateRefs with the matching canvas aspect ratio; apply all required components at the same start/end time on their specified layers (background below footage, foreground above). Video track order is zero-based back-to-front: lower order is behind, higher order is above. Use stable track IDs and read back the final order after inserting tracks. Similar names do not mean duplicate components: use each role, description and template ID. Preserve the template's exact duration; align video windows to the half-open range [startFrame,startFrame+durationInFrames), restoring the video at that exclusive end frame. Described companion effects are separate required edits, not effects already drawn by the MG: inspect the named builtin effect for its supported properties, apply it to the specified footage and time range, and read back its target/range/parameters. Follow any accompanying video-window instructions. If a required companion or effect is unavailable or ambiguous, report the blocker instead of placing an incomplete scene. | |
| projectId | No | Project for this call (full ID or unambiguous prefix). Explicit-timeline calls never change the target of later calls; legacy project selection applies otherwise. | |
| templateId | No | Required except for save. Template id from a browse_library motion-graphics result, a reference detail templateId, a templateRefs value, a <template id=...> block or a save result. Do not pass referenceAssetId here. | |
| timelineId | No | ||
| omitAssetIds | No | For apply: template asset IDs to omit. |