# Asset Import

> Use when acquiring or importing media into a OpenChatCut project asset library for video editing or creation, including local/attached videos, user-provided paths, public media URLs, web video/audio/image assets, upload fallback decisions, and deciding between import_media, download_media, or manual user action.

- Skill: `0xsline/asset-import` (Agent Skill)
- Install (CLI): `npx skillmds@latest add 0xsline/asset-import`
- Raw SKILL.md: https://api.skillmd.com/api/skills/0xsline/asset-import/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: AI & ML
- Author: 0xsline (https://skillmd.com/u/0xsline)
- Updated: 2026-09-09
- Page: https://skillmd.com/skills/0xsline/asset-import

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# Asset Import

This build runs the editor and its media server locally. There is no hosted import API, no CLI, and no OAuth: media enters the project through the editor UI or through the agent tools below. Pick the path by where the bytes live.

## Path 1 — user's local files (primary)

Ask the user to drag the files into the editor (preview canvas or 我的素材 panel) or use the upload button. The local pipeline then runs automatically: streaming write to `/media/uploads/`, conditional transcode (≤1920 long edge, browser-friendly codec, ~8Mbps), audio extraction, and auto-transcription (ASR starts on upload). Do not ask the user to pre-convert, pre-trim, or transcode anything themselves — the pipeline handles it.

The agent cannot read the user's filesystem. If the user gives you a `/Users/...` or `C:\...` path, tell them to drop that file into the editor instead; you cannot fetch it.

## Path 2 — public URLs (agent-driven)

Use `download_media` with a single URL or a batch array. The server fetches, stores under `/media/uploads/`, and registers pool assets. Prefer this for stock/web media the user pointed at. After download, the asset behaves like any other media-pool asset.

## Path 3 — external host transfer

Call `import_media` with `{"action":"create_session", "assetType":..., "filename":..., "contentType":..., "size":...}`. It returns one short-lived upload slot bound to the current project, session, asset identity, basename, `POST`, MIME type, and exact byte count. A host-side script may upload to that exact URL with the declared headers. The agent sandbox cannot reach the user's localhost, so do not attempt the transfer from `run_code`.

The successful upload response returns an opaque receipt, echoed `assetType`, and uploaded path. Probe the uploaded path when exact duration, dimensions, fps, or audio presence are needed, then call `finalize_uploaded_asset` with the receipt, echoed `assetType`, measured media metadata, and `durationInSeconds` for audio/video/gif. The server resolves the authoritative hash, path, size, filename, and asset id. Finalize commits the asset but never starts ASR; after placing an audio/video asset on a track, invoke `transcribe_track` separately if transcription is desired. The asset is not present or usable before finalize succeeds. For missing-media replacement, pass the existing `assetId` to `import_media`; omit it for a new asset. Never construct `/media/uploads/...` yourself and never claim bytes are ready before the upload response.

## Editing discipline

For multi-source edits, build reviewable work from original source assets in the OpenChatCut timeline. Do not locally concatenate, pre-trim, pre-compose, burn captions, or flatten media before import — import originals and do all composition on the timeline so every step stays reviewable and undoable.

For code assets such as hand-authored Motion Graphics, use the `create-motion-graphics` skill (`create_motion_graphic_from_code` for new assets, asset-code updates for edits) — MG code is not an imported file.

## Storage notes

- Bytes live on the local disk (`/media/uploads/`), served directly with Range support. If Cloudflare R2 is configured, uploads mirror to R2 and other devices can hydrate from it; without R2 the project is local-only.
- Local-only is a valid end state: preview, editing, and export all read from disk. Cloud mirroring is only needed for cross-device access.

