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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

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

CapabilityDetails
tools
{
  "listChanged": false
}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}

Tools

Functions exposed to the LLM to take actions

NameDescription
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 hold times at the same frame rate.

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

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

B3.2/5.0

Scored across 14 tools

Disambiguation4/5

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.

Naming Consistency3/5

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.

Tool Count5/5

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.

Completeness4/5

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.

Maintenance

ActivityMaintained
ResponsivenessNo issues