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Known Errors Agent Skill

Use when a OpenChatCut tool call fails or returns an unexpected shape.

883 tokens
context cost
the whole folder, loaded on every use
1
files
instructions only
0
copies elsewhere
how many repositories repackaged it
778
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/0xsline/OpenChatCut --skill known-errors

The instruction itself

1 sections, as written by the author

Known Errors

edit_item update raw shape:

  • Wrong: { "id": "abc", "fromFrame": 30 }
  • Right: { "json": "{\"updates\":[{\"id\":\"abc\",\"fromFrame\":30}]}" }
  • Use this same updates shape for common moves, trims, and track changes.

edit_item add raw shape:

  • The new item goes inside the adds array of the json transaction: { "json": "{\"adds\":[{...}]}" }.
  • Use edit_item for simple video placement, for example { "json": "{\"adds\":[{\"type\":\"video\",\"assetId\":\"...\",\"fromFrame\":0}]}" }.

Timeline overlap:

  • Error text: Overlap: updated item at ... would overlap existing item at ... on this track.
  • Do not force the write or delete the conflicting item silently.
  • Retry the edit_item transaction with an explicit available trackId, for example an update containing "trackId":"V2", or ask the user which layer should win.

Workspace path restrictions:

  • push_asset on the external MCP only accepts public http(s) URLs as filePath. It rejects local paths, workspace paths, and chat attachment paths.
  • For motion-graphic assets, pass the JSX source via create_motion_graphic_from_code({ code:"...", name, width, height, durationInFrames }). push_asset no longer accepts an inline code argument.
  • Copying local media into the workspace is not the fix for video/audio/image/GIF imports; use asset-import and import_media instead.
  • Use import_media action=create_session, then run the OpenChatCut media import helper once with the returned token for client-held files.

Browser video conversion failure:

  • Error text often includes Unable to convert video without dropping audio/video tracks or unknown_source_codec.
  • Rerun the OpenChatCut media import helper; it owns frontend-aligned conversion and will surface a user-actionable error if conversion is impossible.
  • Do not ask the user to re-import the same file through the editor UI as a workaround — the conversion path is the same, the error will repeat. Fix the source (re-encode locally with ffmpeg) or pick a different file.
  • After the replacement asset is uploaded/transcribed, delete the failed original asset if it is unused. The clean final media pool should look like a successful import, not a failed import plus a replacement.

Motion Graphic requirements:

  • push_asset(type:"motion-graphic") requires width, height, and duration or durationInFrames.
  • MG code must pass the OpenChatCut validator.
  • Root AbsoluteFill is not valid for generated MG code; use a scaling root div.
  • Avoid declaring a top-level local named scale inside MG code. The validator/runtime may already reserve that identifier; use a specific name such as uiScale.

Local dev Zero caveat:

  • When backend runs on a non-default port, use a matching Zero view-syncer configuration.
  • In this POC, backend 3010, editor 5177, and view-syncer 4850 are intentionally isolated from the older 3000/5173/4848 stack.

Timeline frame renderer caveat:

  • If view_timeline_frames fails for one frame, the project write path can still be healthy — retry with fewer frames or a different time before concluding anything.
  • Assets still on blob: placeholders (upload in flight) render as empty; wait for track_progress target=upload before treating a blank frame as a bug.
  • Do not report visual proof success unless the tool returns image content that visibly confirms the target frame.

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How to use it

Copy the folder

Take 0xsline/known-errors from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.