cosplay-vp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| probeB | Inspect a clip: resolution, fps, duration, codec, rotation, alpha, plus warnings (variable frame rate, rotation flags). |
| conformA | Re-encode phone footage to a constant frame rate with rotation baked in. Do this before tracking or matting. |
| extract_framesB | Export numbered frames (00001.jpg ...) for COLMAP or matting. Use fps to thin long clips. |
| chroma_keyB | Green/blue screen key to a clip with alpha (.mov ProRes 4444, .webm VP9, or %05d.png). A fast first pass. |
| matte_externalB | Run an AI matting tool the user installed (e.g. RVM, MatAnyone) using {input}/{output} placeholders. Check that tool's licence first. |
| composite_previewB | Preview an alpha foreground over a background still or render. For checking edges, not the final comp. |
| colmap_solveC | Solve the camera from a frame folder with COLMAP (must be installed) and export the model as TXT. |
| colmap_to_ueA | Convert COLMAP cameras.txt + images.txt into Unreal camera keys (.csv or .json): location in cm, pitch/yaw/roll, FOV. scale = UE centimetres per COLMAP unit. Import with unreal/import_camera_csv.py. |
| on_twosC | Give motion the anime 'on twos' feel by holding each frame |
| impact_framesC | Add anime impact flashes at frame numbers. mode: 'invert' or 'white'. |
| side_by_sideC | Raw plate next to the finished shot, for showreels and pitch demos. |
| verticalC | Fill-crop a render to 9:16 for TikTok, Reels and Shorts. |
| latency_budgetC | Sum estimated latency per stage of a live booth (camera, key, render, stream, display) against a target. |
| knowledgeA | Read the project's knowledge base. Call with no topic to list topics. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 14 tools
Each tool targets a distinct pipeline stage (probe, conform, key, matte, solve, anime effects, delivery), and the descriptions clearly frame the boundaries. The only real overlap is chroma_key vs matte_external, but the 'fast first pass' vs 'AI matting tool you installed' framing makes the choice workable, as does composite_preview vs side_by_side vs vertical.
All names are readable snake_case, but grammatical structure is mixed: verb-only (probe, conform), verb_noun (extract_frames, impact_frames), noun_noun (chroma_key, latency_budget), noun_verb (colmap_solve), and prepositional/adjectival forms (on_twos, side_by_side, vertical). The vocabulary is descriptive but not a predictable pattern an agent can rely on.
14 tools is well within the sweet spot and each maps to a concrete pipeline stage from ingest through anime stylization to social delivery. Nothing feels padded or redundant enough to remove.
The surface covers ingest, camera solve, UE export, keying/matting, anime effects, social reframing, and booth latency planning. The main gap is a final composite/render step — composite_preview explicitly is 'not the final comp' — plus no audio or delivery/export tooling, though those can be handled in Unreal.