VideoZero

VideoZero: генерирует озвученные анимированные видео для объяснения сложных идей

От сообщества: Добавлен пользователем или импортирован; проверьте владельца перед подключениемСбоиБез входаГлобальныйБесплатноТолько чтение

Что умеет

  • Генерировать 2D-анимации и объяснительные видео по описанию
  • Дорабатывать и переделывать готовое видео по правкам
  • Создавать, редактировать и клонировать проекты видео
  • Искать шаблоны, иконки и компоненты для сцен
  • Отмечать понравившиеся проекты

Какие данные видит

Ассистент работает с проектами и файлами пользователя в аккаунте VideoZero.

Нужен ли аккаунт

Не нужен: сервер работает без входа

VideoZero создаёт анимированные видео с диаграммами и озвучкой, чтобы визуализировать математические задачи, алгоритмы и другие сложные концепции. MCP-интеграция позволяет ассистенту генерировать и переделывать такие видео по текстовому описанию, а не только через чат.

Как подключить

Как подключить VideoZero к Claude

Адрес сервера, который нужно вставить в настройках Claude:

https://videozero--smithery-tc4c.run.tools

  1. Откройте Claude (сайт claude.ai или приложение для компьютера).
  2. Перейдите в Настройки → Коннекторы (в английском интерфейсе: Settings → Connectors).
  3. Нажмите Добавить пользовательский коннектор (Add custom connector).
  4. Вставьте адрес сервера, скопированный ниже, в поле URL удалённого MCP-сервера и нажмите Добавить.
  5. В чате нажмите + → Коннекторы и включите новый коннектор.

Пользовательские коннекторы доступны на тарифах Free, Pro, Max, Team и Enterprise. На Free можно добавить только один. В Team и Enterprise коннектор сначала добавляет владелец организации в Настройки организации → Коннекторы.

Авторизация

После нажатия Добавить откроется окно входа в сервис. Войдите под своим аккаунтом и подтвердите доступ. Пароль Claude не видит.

Как подключить VideoZero к ChatGPT

Адрес сервера, который нужно вставить в настройках ChatGPT:

https://videozero--smithery-tc4c.run.tools

  1. Откройте ChatGPT в браузере (chatgpt.com). Нужен тариф Plus, Pro, Business, Enterprise или Edu.
  2. Один раз включите режим разработчика: Настройки → Приложения → Дополнительные настройки → Режим разработчика (Settings → Apps → Advanced settings → Developer mode).
  3. Откройте Настройки → Коннекторы и нажмите Создать (Create).
  4. Заполните форму: Название (любое), Описание (одна фраза, что делает сервис), URL MCP-сервера (скопируйте ниже).
  5. В поле Аутентификация выберите OAuth, если сервис требует вход, иначе Нет. Нажмите Создать.
  6. В новом чате откройте + → Приложения/Коннекторы и включите коннектор.

Название раздела у OpenAI менялось (Connectors → Apps/Plugins). Если пункт называется иначе, ищите «режим разработчика» в настройках. В рабочих пространствах Business/Enterprise администратор должен разрешить пользовательские коннекторы.

Авторизация

При первом использовании ChatGPT откроет окно входа в сервис. Войдите и подтвердите доступ.

Как подключить VideoZero к Cursor

Адрес сервера, который нужно вставить в настройках Cursor:

https://videozero--smithery-tc4c.run.tools

Быстрый способ: нажмите кнопку Открыть в Cursor ниже, Cursor сам предложит добавить сервер.

Вручную:

  1. В Cursor откройте Settings → Cursor Settings → MCP и нажмите Add new global MCP server.
  2. Вставьте JSON, скопированный ниже, в открывшийся файл ~/.cursor/mcp.json (для одного проекта: .cursor/mcp.json в корне проекта).
  3. Сохраните файл. Сервер появится в списке MCP; при необходимости пройдите авторизацию по кнопке рядом с ним.

Авторизация

Если сервис требует вход, рядом с сервером в списке MCP появится кнопка авторизации.

Список инструментов сервера (39)

Технические названия из tools/list. Нужны только разработчикам.

video_likeUse this when the user wants to like or favorite a VideoZero video project. Do not use for general bookmarking or saving unrelated content.
video_unlikeUse this when the user wants to unlike or remove a VideoZero video project from their favorites. Do not use for deleting projects or removing content.
video_generate Generate 2D motion graphics, animations and narrated explainer videos from a structured prompt. VideoZero creates lightweight HTML-canvas-based videos using shapes, SVG, text, charts, LaTeX formulas and diagrams, and supports exporting the result to MP4. It does not generate photorealistic, cinematic, live-action, landscape, people/faces, or true 3D video. Routing rule: - Use this tool only when the requested output can be represented as 2D motion graphics: shapes, text, charts, diagrams, formulas, UI-style animations, or simple illustrative scenes. - Do NOT use this tool when the user asks for photorealistic, realistic, cinematic, live-action, natural landscape, human/face, camera-footage, real-world scene, or true 3D rendering. - Do NOT "reinterpret" an unsupported request as a stylized 2D version unless the user explicitly asks for that fallback. - If the request is unsupported, explain the limitation and offer a 2D motion-graphic alternative without invoking the tool. - If the user wants to change, iterate on, or refine an EXISTING VideoZero project, use video_revise instead. Good uses (2D motion graphics built from simple elements): - Kinetic typography, titles, captions/subtitles — e.g. "Create a kinetic typography intro." - Diagrams, charts, plotted graphs as animation (not a single still) — e.g. "Animate a bar chart race." / "Show a 2D solar-system diagram with labels." - Math / LaTeX formulas rendered on-screen — e.g. "Make a video explaining Bayes' theorem with formulas." - Algorithm & data-structure visualizations (arrays, pointers, partitions, swaps, recursion, etc.) — e.g. "Animate Dijkstra's algorithm on a graph." - 2D physics / systems illustrations (mass-spring, vectors, matrices) using shapes/arrows/labels. - Educational or explanatory 2D animations / videos. Bad uses: - "Generate a photorealistic mountain range." - "Make a cinematic drone shot over mountains." - "Create realistic footage of a city street." - "Animate a real human presenter." - "Render a 3D product shot with realistic lighting." Behavior: - Generate a NEW video based on the structured prompt from scratch or based on referenced VideoZero scenes. - Returns immediately with a prompt_id (also the project_id); rendering happens asynchronously and the UI polls status and informs once the video is ready. - To build on existing public VideoZero scenes as inspiration for a NEW video, include their scene IDs in the referenced_scenes field. This is distinct from revising a project the user already owns — for that, use video_revise. - The default resolution is 1920x1080 (Full HD) at 60 FPS. Other aspect ratios are supported: 16:9 (1920x1080), 9:16 (1080x1920), 1:1 (1440x1440), 4:3 (1600x1200), 4:5 (1280x1600), 3:4 (1200x1600), 2:1 (2160x1080), 1:2 (1080x2160). Input structure: - Provide a structured prompt with title, meta (audience, objectives, description, keywords), style (appearance, colors, components), and ordered scenes with beats. - Each scene has beats with marker_id, visuals, audio (voiceover text), and actions. - Specify visual style via the style object: appearance (light/dark), colors map, and component descriptions. - If including math, provide LaTeX in beat visuals. - If including algorithms, describe each step to animate in beat actions. - Voiceover/Narration goes in beat audio fields. Do NOT use this tool for: - revising, editing, or iterating on an existing VideoZero project (use video_revise instead) - standalone/static images (use an image tool instead) - photorealistic content or real-world video synthesis (faces/people, landscapes, “realistic” scenes) - 3D models or 3D scenes (teapots, 3D renders, realistic lighting, raytracing) - editing/trimming/modifying an existing non-VideoZero video file - generating or editing audio only - downloading, converting, transcoding, playing, or streaming video files Related: this tool returns a project_id. To hand-edit the generated result scene-by-scene with the project_*/scene_* tools, first create an editable copy with project_clone.
video_revise Prompt a revision for an EXISTING VideoZero video project. The revision inherits the parent's structured prompt and applies natural-language revision instructions on top. Use this when the user wants to iterate on a project they've already created — e.g., "make the background darker", "replace scene 2 with something about gradients", "shorten the outro", "add a recap at the end". If needed, change the aspect ratio with new_aspect_ratio (leave blank to reuse existing). Do NOT use this to create a new video from scratch; use video_generate for that. Behavior: - Requires the parent project to already have a structured prompt. - Accumulates the new instructions onto any prior revision instructions for the same project. - May attach additional files (e.g. to swap a logo or add a reference photo) — they're added to the asset pool inherited from the parent project. - Returns immediately with a new prompt_id (also the revised project_id); rendering happens asynchronously and the UI polls for status.
get_startedStart here: returns up-to-date VideoZero instructions plus account-specific state — the user's plan, remaining usage, and their most recent projects. Call this once at the start of a conversation before other VideoZero tools; call it again any time you need a refresher.
usage_getCheck your VideoZero plan and remaining usage. Reports the video-generation credit pool (consumed by video_generate/video_revise) and the daily/monthly standing of each metered project/scene action. Read-only — calling this consumes nothing. Use it before large jobs or when a tool reports a limit error.
project_listList your VideoZero projects (all sources). Returns id, title, status, source, aspect ratio, version, and build/validation state. Only projects with source "agentic_mcp" are directly editable — clone any other with project_clone first. Pass `source` to filter.
project_createCreate a new, empty VideoZero project to author scene code in yourself. It is created immediately with status "new" and an empty scene; write the scene with scene_update_build. Set the title and aspect ratio here. (To have VideoZero's managed pipeline write a complete video from a prompt instead, use video_generate — then project_clone its result if you want to hand-edit it here.)
project_editEdit a project's metadata (title and/or aspect ratio). Changing the aspect ratio re-derives the render resolution and un-validates every stored scene (they were validated at the old resolution) — rebuild each with scene_update_build or scene_patch_build afterwards.
project_getGet full metadata for a project you own: title, status, source, aspect ratio, version, build/validation state, public flag, view URL, and a per-scene overview (index, title, validated, narration count) — the structure without the code.
project_deletePermanently delete a project you created with these tools, including its scenes and asset bindings. This cannot be undone. Only projects with source "agentic_mcp" can be deleted here; uploaded media files stay in your library (clones may still reference them).
project_cloneClone one of your own projects into a new editable project. A full copy: every scene (with narration/audio), asset bindings and aspect ratio carry over; the clone starts private at version 0. Use this to get an editable copy of a project not created by these tools.
scene_readRead the current (last validated) scene code for a project. Pass line_start/line_end to read only a slice of a large scene (use scene_search_code to locate the lines first).
scene_search_codeSearch a project's scene code for a regex pattern and return matching lines with surrounding context. Much cheaper than scene_read for finding specific identifiers, imports, or call sites. Each match includes a 1-indexed line number and `context` lines of surrounding code. If the regex does not compile, falls back to a literal substring search automatically. Examples: `"^import"` lists imports; `"root\.add"` finds all `root.add(...)` calls.
list_iconsSearch icons across all collections. Pass every icon you need at once in `queries`; results are grouped per concept and ranked, so you do not need to search a concept again or filter by collection. Reference a result in scene code as its `collection:name` string (e.g. <Icon icon="mdi:lion" />).
skills_listList the available skills (authoring guides) and their reference docs, or search across them. Consult the relevant guides BEFORE writing scene code. Without `query` it returns a table of contents: each skill with its description and the relative paths of its SKILL.md and reference docs. With `query` it searches every doc and returns the matching docs with the matching lines. Read any listed path with skills_read.
skills_readRead a single skill document by its path relative to the skills directory (e.g. "motion-canvas/SKILL.md" or "motion-canvas/references/TXT.md"). Use skills_list to discover paths.
template_listList the scene templates available as starting points. Pass `keywords` to search by concept. Read a template with template_read.
template_readRead a single scene template by name (e.g. "default"). Returns the complete template scene code. Use template_list to discover available templates.
component_searchSearch the vzc component library (reusable scene components). Pass `query` to match by name, description, keywords, kinds, type or docs; omit it to list the whole catalog. Each result includes the component `id`, a `spec` for `vzc/Name@version` imports, its kinds and a short description. Read full docs with component_docs and see a worked example with component_example_scene.
component_docsRead a component's docs by its id (e.g. "ProgressRing"), optionally pinned with @version. The docs cover the component's options, kinds and animation API. Pass `search` to return only matching doc lines instead of the full markdown. Use component_search to discover ids.
component_example_sceneGet a component's showcase example scene (complete, renderable TSX) by its id (e.g. "ProgressRing"), optionally pinned with @version. The example demonstrates how to import and animate the component — a good starting point to copy from. Use component_search to discover ids.
template_view_contact_sheetRender a template's scene into a "contact sheet" PNG — several frames tiled into one image, each captioned with its frame number and timestamp — to eyeball how a template looks and moves before starting from it. Pass `aspect_ratio` to render at a given shape (defaults to 16:9), and `frames` as an explicit list or "auto" (default) to sample evenly across the scene. Use template_list to discover template names.
component_view_contact_sheetRender a component's showcase example scene into a "contact sheet" PNG — several frames tiled into one image, each captioned with its frame number and timestamp — to see how a component looks and animates before using it. Identify the component by its id (e.g. "StatusCard"), optionally pinned with @version (e.g. "StatusCard@0.1.0"; omit or use @latest for the newest). Pass `aspect_ratio` to render at a given shape (defaults to 16:9), and `frames` as an explicit list or "auto" (default) to sample evenly across the scene. Use component_search to discover ids.
stock_searchSearch royalty-free stock media across the available providers. Use when a scene needs a realistic asset that cannot be drawn with shapes or icons. Pass `type` to choose the kind of media (defaults to photo). Returns descriptive results — pick one and pass its `provider`, `type` and `id` to stock_use to add it to the project. You do not get media URLs; assets are referenced by name once added.
stock_useAdd a result picked from stock_search to a project as a named asset. Pass the result's `provider`, `type` and `id` plus a `name`; it is materialised server-side and bound to the project. Reference it in scene code with `import {asset} from 'vzrt';` then `asset('<name>')` (for an image, `<Img src={asset('<name>')} />`) — attribution is handled automatically and no URL is exposed.
scene_update_buildWrite a scene as complete TypeScript Motion Canvas code, then build and validate. Replaces the scene at `index` (default 0) entirely; write to the next unused index to append a scene to the project. The code is persisted ONLY if it both compiles and validates — so the stored scene is always a working build. On success the project version bumps and the player refreshes. On failure the previous validated scene is kept; fix the reported errors and call again (or use scene_patch_build for incremental edits). Voiceover narration, music and sound effects are declared inside the scene code itself and resolved automatically during the build — see the skills docs via skills_list for the audio APIs. Only projects created by these tools are editable — for any other project, create an editable copy with project_clone first.
scene_patch_buildApply search/replace patches to the current (last validated) scene code, then build and validate. Prefer this over scene_update_build for incremental edits. Each patch replaces old_string with new_string; old_string must be unique unless replace_all is true — include enough surrounding context. The result is persisted ONLY if it builds and validates; otherwise the previous validated scene is kept and the patched code is returned for inspection. On a clean patch+validate the version bumps and the player refreshes. Narration, music and sound effects live in the scene code and are re-resolved on every successful build. Only projects created by these tools are editable — for any other project, create an editable copy with project_clone first.
scene_deleteDelete the scene at `index` from a project. Scenes after it shift down by one (their indices change). The project version bumps and the player refreshes.
scene_reorderReorder a project's scenes. Pass `order` as a permutation of every current index — e.g. [2, 0, 1] makes the current scene 2 play first. Scene indices follow the new order afterwards; the project version bumps and the player refreshes.
feedback_submitReport a gap or issue you hit while authoring: a missing template or component, a hole in the docs, a tool you wished existed, a bug, or a lesson worth recording. This is fire-and-forget — the feedback is filed for the VideoZero team and only its receipt is acknowledged; nothing about the current project changes. Attach whatever situational detail is relevant via `context`.
scene_view_framesRender one or more frames of a project's validated scene as PNG images so you (or the user) can see what it looks like. Provide a list of frame numbers (defaults to [0]; each clamped to the valid range; at most 8 per call). The scene is validated once and every requested frame is rendered from the same build.
scene_inspect_graphInspect the live scene graph of a validated scene at a specific frame, returned as JSON. The scene is built and seeked to `frame` (default 0), then its node tree is serialized: for each node its type, key, local position/size/opacity/fill/text, and its on-screen (absolute) position and world-space bounding box. Use this to debug layout — find nodes rendered off-screen, with zero size, fully transparent, or overlapping — without eyeballing pixels. Complements scene_view_frames (which shows the image). Only projects created by these tools are inspectable; clone others first.
scene_view_contact_sheetRender several frames of a validated scene tiled into a single "contact sheet" PNG, each captioned with its frame number and timestamp — a fast way to eyeball timing and motion across the whole scene in one image. Pass `frames` as an explicit list or leave it "auto" (default) to sample frames evenly from first to last. The scene is validated once and all frames are drawn from that build.
asset_request_uploadRequest an ephemeral upload URL to add an image or video asset to a project. You cannot send file bytes directly — this returns a short-lived, single-use URL that you give to the user (or host) to upload the file to (POST multipart/form-data, field `file`). Once uploaded, reference the asset in scene code with `import {asset} from 'vzrt';` then `asset('<asset_name>')` (e.g. `<Img src={asset('<asset_name>')} />`). Poll project_list_assets to see when it has landed.
asset_uploadAdd asset(s) to a project from file(s) the user attached to their message (delivered inline by the host; you do not send bytes yourself). Use file_descriptions to name each asset; after upload reference it in scene code with `import {asset} from 'vzrt';` then `asset('<name>')`.
project_list_assetsList the named assets bound to a project (ready to use via `asset('<name>')`) plus any pending uploads that have not been completed yet. Use this to check whether a requested upload has landed.
project_video_urlGet the shareable browser URL to view a project. Returns the URL as text; use project_view to embed the live player widget instead.
project_viewOpen a project in the inline VideoZero player so the user can watch it and export it. Renders a live player widget and keeps it in sync as you edit — when you publish a new scene version the player reloads automatically.