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Creativity

Tesseract

Mirage v0.3.1

Publisher description

From the marketplace listing

Tesseract brings professional creative tools into your agent workflow. Work with video layers, compositions, keyframes, and audio in one connected project. Preview the result, direct a revision, and render the finished video locally.

Language: English · Automatically detected from descriptions.

Publisher keywords

Search terms declared by the publisher.

Changes

Tesseract

Oct 2, 2026 · 7 saved observations

Capabilities & instructions

Instruction wording changed from “when supported. Premiere round-trip, cloud sync, and publishing are not implemented.” to “For converting files to or from other editing tools, such as Premiere Pro or After Effects, read [conversion](references/conversion.md). When opening shared or older `.tsrct` files, updating tools, or investigating load/render difference...”. 1 additional added or edited line is in the evidence.

Skill evidence →
Capabilities & instructions

Added instruction text: “For converting files to or from other editing tools, such as Premiere Pro or After Effects, read [conversion](references/conversion.md). When opening shared or older `.tsrct` files, updating tools, or investigating load/render difference...”.

Skill evidence →Skill evidence →
Capabilities & instructions

Added instruction text: “If the editor needs to import or export other tools’ project formats, such as Premiere Pro or After Effects, read [conversion](references/conversion.md). When opening shared or older `.tsrct` files, updating tools, or investigating load/...”.

Skill evidence →
2 more changes that day

Package contents changed in 24 files: .claude-plugin/plugin.json, .codex-plugin/assets/composer-icon.svg, .codex-plugin/assets/logo.svg, …. Open the file diff to inspect the edits.

Files evidence →

Published version changed from 0.3.0 to 0.3.1. Supporting listing metadata also changed.

Metadata evidence →Listing evidence →

Files & skills

File archives

Plugin package87 files · 188 KBBrowse files →
Skill instructions
tesseract-design3.85 KB

View saved version →

---
name: tesseract-design
description: Create and revise static visual designs as editable Tesseract compositions and rendered PNGs, including posters, social graphics, slide layouts, diagrams, and web/UI mockups. Use when the requested deliverable is a design image.
---

# Design with Tesseract

For converting files to or from other editing tools, such as Premiere Pro or After Effects, read [conversion](references/conversion.md). When opening shared or older `.tsrct` files, updating tools, or investigating load/render differences, read [versions and compatibility](references/versions.md).

Turn the user's brief into static visual designs rendered with `tsrct preview`. Deliver the PNGs as the primary result and keep their editable `.tsrct` sources for revisions. Match the format to the request: a poster, social graphic, slide, diagram, interface mockup, or another composition.

The CLI may send basic usage telemetry for some commands. Read [telemetry](references/telemetry.md) for collected data and opt-out; never enable telemetry on the user's behalf.

## Establish the design

Use the context already provided: the design’s purpose, audience, message or action, intended medium, copy, brand assets, visual references, and requested dimensions or variants. Inspect supplied references and assets. Ask only for missing information that materially changes the design; state reasonable assumptions for open choices and continue. For revisions, preserve the existing direction and scope.

Choose a visual direction tied to the brief and content: type hierarchy, spacing, grid, color, and imagery. Use realistic copy and supplied assets; identify placeholder content rather than inventing customer evidence or claims. Adapt composition and type to each requested format. For web/UI mockups with responsive variants, reflow content for each width instead of shrinking the desktop image.

## Author and preview

1. Resolve this skill's root from the directory containing this `SKILL.md`. Follow [installation](references/installation.md), check the required CLI version once per session, and use its resolved executable path throughout.
2. Follow [static authoring](references/static-authoring.md) to create or revise the portable document, set its actual canvas dimensions, import fonts/images, and save editable layers. Query the installed schemas for the fields needed; never invent APIs or assume browser/CSS behavior.
3. Keep text, shapes, diagram elements, and layout geometry as native editable layers. Use images for photography, logos, and other supplied raster assets. Do not flatten the entire layout into one image. Use named groups where useful for related elements or components.
4. Render a PNG early, open it, and revise the saved composition. Review hierarchy, alignment, spacing, line breaks, clipping, image crops, contrast, and text legibility at the intended viewing size. Inspect large or detailed designs in close-up as well as at an overview scale. A successful render alone does not establish a good design.

## Deliver designs

Render each final design or requested variant with `preview` from its saved source. Use clear names such as `Poster.png`, `Social-square.png`, or `Home-mobile.png`, and show the images inline when supported. Include a clearly labeled link to each final PNG alongside its matching editable `.tsrct` source, even when displaying the PNG inline. Use absolute local paths for these links and state the actual image dimensions. Keep working JSON and useful assets with the project for continuation.

The PNGs are the finished deliverable; no video export, sound pass, or animation is needed. Explain any missing assets, unreviewed output, or renderer limits. For web/UI mockups, distinguish the static design from an implemented website or working interaction. Slides are PNG layouts with editable Tesseract sources; do not imply a PowerPoint or print-production file was delivered.

Referenced files: 8

tesseract-editor2.28 KB

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---
name: tesseract-editor
description: Build or modify a custom browser editor for Tesseract .tsrct files. Use for editor controls, previews, and saving projects; use the motion or video skill for direct project authoring.
---

# Build a Tesseract editor

If the editor needs to import or export other tools’ project formats, such as Premiere Pro or After Effects, read [conversion](references/conversion.md). When opening shared or older `.tsrct` files, updating tools, or investigating load/render differences, read [versions and compatibility](references/versions.md).

The browser engine opens, previews, edits, and saves `.tsrct` projects locally. A static HTML application is sufficient; no backend or native CLI is required. The browser runtime does not export video.

The [browser API reference](references/browser-api.md) covers initialization, actions, playback, and saving. Examples: [general layer controls](examples/timeline-editor/README.md) and [controls for a bundled project](examples/bouncing-ball/README.md).

## Runtime and serving

`references/cli-version.txt`, when present, pins the browser runtime release too. The [installation reference](references/installation.md) identifies the release repository. The browser assets are `tesseract-<VERSION>-web.zip` and its `.sha256`; verify the checksum before use. The archive contains `runtime/`, used beside `index.html` in the examples. Its generated JavaScript, types, and WASM must come from the same release. No npm installation is needed. `version()` returns the runtime release.

The editor needs HTTP serving and browser GPU/media support. Its HTML depends on the runtime files; attachment viewers may not execute WASM. CLI or skill updates do not require upgrading an existing editor’s runtime.

## Editing and saving

`actionSchema()` describes supported engine actions. UI controls, playback scheduling, and selection gestures belong to the application. Await rendering so frames do not overlap; edit groups combine continuous changes into one history entry.

`TesseractEngine.create(file)` accepts a File or Blob. `toBlob()` packages the current document with its original assets; it does not write to disk. Overwriting the source file can invalidate asset reads; the API reference describes reopening the saved Blob. Page refresh discards unsaved edits.

Referenced files: 17

tesseract-motion4.32 KB

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---
name: tesseract-motion
description: Create editable motion graphics locally in Tesseract, including full-frame animated scenes, typography, diagrams, lower thirds, and overlays on supplied footage. Use for focused motion-design work; use tesseract-video for assembling or revising a complete footage edit.
---

# Design motion with Tesseract

For converting files to or from other editing tools, such as Premiere Pro or After Effects, read [conversion](references/conversion.md). When opening shared or older `.tsrct` files, updating tools, or investigating load/render differences, read [versions and compatibility](references/versions.md).

The CLI may send basic usage telemetry for some commands. You can provide optional attribution via `TESSERACT_SKILL=tesseract-motion` and the [other attribution variables](references/telemetry.md). Respect the CLI's telemetry opt-out setting; never enable telemetry on the user's behalf.

Create a moving composition with a clear visual idea. Establish what the motion communicates, its rhythm, the destination canvas, and whether this is a full scene or an overlay that must leave footage visible.

When designing an ad opening, read [ad hooks](references/ad-hooks.md): develop a clear visual idea tied to the actual product/message, align its key arrival to confirmed opening music cues when available, and preview it together with the next scene. Sound and transitions strengthen the idea; they are not a required effects stack.

1. Resolve this skill's root from the directory containing this `SKILL.md`. Read [CLI installation](references/installation.md) and check the required Tesseract version once per session. Use the resolved executable path throughout the task. Read [local operation](references/local-operation.md) and [native authoring](references/native-authoring.md).
2. Read [motion design](references/motion-design.md). Use the supplied brand/style references. For an overlay, inspect the actual footage at the intended placement and timing; design around the subject, text, and action.
3. Choose a useful mechanism—typography, paths, masks, precomps, a diagram, or a media treatment. Use native layers and a coordinated AnimationGraph. Existing footage and graphic assets are welcome; a single prerendered image of the design defeats editable motion.
4. Retrieve the specific definitions needed from `tsrct project schema` or `tsrct project schema --document`. [FX authoring](references/fx-authoring.md) and [motion](references/motion.md) show working wire shapes and local rendering, not mandatory designs. For subject occlusion use actual person mattes when supported, not an approximate hand-drawn silhouette.
5. When supplied or previously generated music sets the rhythm, read [waveform editing](references/waveform-editing.md): open a music waveform, listen to confirm accents and phrase changes, and map animation arrivals/reveals to the selected music events before authoring timing. Preserve the chosen track; do not mistake every peak for a beat or sync every movement mechanically. Read [sound design](references/sound-design.md) when the graphic is part of an audible video. Add a local accent or transition sound when it strengthens the movement; leave it quiet when speech or the existing mix already carries the moment. Keep sound in separate Audio layers, and use [audio and timing](references/audio-and-timing.md) for importing files, placement, and envelopes. A silent-overlay request stays silent.
6. Use [filmstrip review](references/filmstrip-review.md) to inspect and correct the saved animation during construction. Finish with [review and delivery](references/review-and-delivery.md), including playback in context.

Output an editable composition in a portable `.tsrct` document and a rendered preview. Composite overlays over the supplied footage as native layers. For a transparent overlay, use `export --format prores --fx-solo compositionId:layerId --output overlay.mov` and verify the alpha channel. Solo export covers the target’s active window without audio; full-project MOV export preserves the project mix.

Prefer supported effects and native text/shape animation. For an unusual visual treatment use custom WGSL only after reading the [custom shader contract](references/custom-shader.md). Never invent API fields, keyframe formats, or a capability such as arbitrary 3D mesh import that this runtime does not provide.

Referenced files: 26

tesseract-video7.52 KB

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---
name: tesseract-video
description: Edit existing footage into finished videos locally with Tesseract. Make cuts, preserve dialogue, add purposeful sound design, mix audio, and decide where native motion-graphics scenes or overlays improve the story. Use for video editing and revising Tesseract projects, not avatar or video generation.
---

# Edit video with Tesseract

For converting files to or from other editing tools, such as Premiere Pro or After Effects, read [conversion](references/conversion.md). When opening shared or older `.tsrct` files, updating tools, or investigating load/render differences, read [versions and compatibility](references/versions.md).

The CLI may send basic usage telemetry for some commands. You can provide optional attribution via `TESSERACT_SKILL=tesseract-video` and the [other attribution variables](references/telemetry.md). Respect the CLI's telemetry opt-out setting; never enable telemetry on the user's behalf.

Make a deliberate edit from the user's material. Tesseract is the local editing and rendering engine; the agent supplies editorial judgment. The output is both a playable video and its editable project.

## Start with the material

1. Resolve this skill's root from the directory containing this `SKILL.md`. Read [CLI installation](references/installation.md) and check the required Tesseract version once per session. Use the resolved executable path throughout the task. Scripts and references are relative to the installed skill, not a guessed home directory or development checkout.
2. Read [local operation](references/local-operation.md). Probe the supplied media, sample frames at meaningful points, and listen to its audio using the host's available media tools. Metadata does not tell you what a shot depicts. If audio cannot be auditioned, disclose that limit rather than claiming a complete review.
3. Establish the deliverable, audience, aspect ratio, duration, must-keep moments, and supplied brand assets from the request. Ask only for missing information that materially changes the edit. For a small correction, preserve the existing edit's style and scope.
4. Read [editorial decisions](references/editorial-decisions.md) before planning a new edit. For each beat decide **footage**, **footage with graphics**, or **full graphics** and why. This is not a quota: do not add motion graphics just to demonstrate the engine.

For a new ad or a revision to its opening, read [ad hooks](references/ad-hooks.md). Build a visual hook in the opening seconds from the actual footage, proposition, and evidence. Consider distinct concepts, select the strongest, and map its reveal/motion and purposeful SFX to confirmed opening music cues when music is provided. Render and inspect the hook plus its handoff into the ad before polishing the rest. Preserve the scope of unrelated revisions.

Read [waveform editing](references/waveform-editing.md) when music sets the pacing or when trimming talking footage. Generate and **open** the music waveform before planning picture timing; confirm beats, phrases, and major changes by listening and map visual arrivals to them. For speech, use overview and zoomed source waveforms to choose pause trims, protect quiet word boundaries, and retain natural breathing. Waveform markers are candidates, never automatic cut decisions.

For a substantial new video, share a concise edit plan with the source moments, their narrative purpose, graphic treatment, and audio intent. Routine authorized edits can proceed. Do not require a new approval for every local preview or revision.

## Author the edit

- New edit: `tsrct project create` creates a portable `.tsrct` document; import local footage before placing its layers. Existing `.tsrct`: inspect and check out a copy of its editable JSON. Preserve the original and stable IDs. Save JSON through `project commit`, or apply supported action batches with `project apply`, before rendering.
- Read [native authoring](references/native-authoring.md) before changing project structure. Source time, edit time, and layer time are different clocks. In particular, moving a clip must not silently change which source moment it plays.
- Keep footage cuts, full scenes, and editable overlays as native layers in the document's single composition. Use groups for scenes. `activeRange` places a clip in its parent; `sourceRange` selects the source moment. Do not create base-video, caption, or audio tracks.
- For talking-head cuts, follow [eyeline continuity](references/editorial-decisions.md#talking-head-eyeline-continuity): align the speaker’s eye height and screen position across cuts with appropriate framing, including punch-ins. Check the rendered outgoing/incoming frames and playback while preserving natural head movement and intentional camera changes.
- For motion work, read [motion design](references/motion-design.md), then only the relevant authoring reference. The examples demonstrate real schema; their visual style is not a required template.
- For every new edit or sound pass, read [sound design](references/sound-design.md). Consider dialogue, music, micro-SFX, structural cues, and foley/ambience; use the roles the piece needs. Add appropriate sounds from supplied/local assets or the procedural helper without per-cue approval. Import the selected files with `project import-asset --kind audio`, then keep them as editable Audio layers. Use [audio and timing](references/audio-and-timing.md) for placement, ducking, local preparation, and measurement. Preserve useful source audio and chosen music. Do not produce invented speech or captions.
- When talking audio needs cleanup, read [speech cleanup](references/speech-cleanup.md). Diagnose room noise versus reverb/echo, use restrained EQ/dynamics or local noise reduction as appropriate, and compare at matched loudness. Preserve voice detail and timing; the plugin has no bundled dereverberation model.
- Keep typography, graphics, footage, and audio native and editable. Import supplied images as assets with `project import-asset --kind image`, not as a flattened replacement for text, vector graphics, or entire scenes. Use existing footage; this plugin provides no generative-video or avatar service.
- Respect the user's brand references. Mirage branding identifies this plugin, not every video created with it.

## Look up capabilities only as needed

Use the installed CLI's schemas through [local operation](references/local-operation.md).

Read [capabilities](references/capabilities.md) for the feature map and limits,
[FX authoring](references/fx-authoring.md) for native layers and footage, and
[motion](references/motion.md) for supported keyframe and script actions. Search
for the specific definition needed rather than dumping the whole schema. The
action schema includes supported standalone operations and their field restrictions; use
[local operation](references/local-operation.md) to choose actions versus JSON
checkout/commit. The installed schema and actual render are authoritative.

## Review and handoff

Use [filmstrip review](references/filmstrip-review.md) to inspect and correct visual
changes. For dialogue cuts and music timing, follow [waveform editing](references/waveform-editing.md).
Finish with [review and delivery](references/review-and-delivery.md); report actual
checks and any limitations. Use absolute local file links and show the video inline
when supported. Cloud sync and publishing are not implemented.

If the host cannot execute local commands or access the local GPU/filesystem, explain that this package needs a local execution environment. Do not substitute a hosted service or silently switch rendering engines.

Referenced files: 26

Package details

Publisher declarations from the archived package. These are separate from our research and the live service's terms.

Package author
Mirage
Keywords
See publisher keywords

Declared capabilities

  • Read
  • Write

Package observed Oct 3, 2026.

Technical details
First seen
Sep 30, 2026 · 22:02 UTC
Last seen
Oct 3, 2026 · 12:00 UTC
Latest observed change
Oct 2, 2026 · 00:35 UTC
Collection status
Collected

plugins_6ab148f4986c819198f6a08c7fb30f3e

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