Wildfield is an AI-native ad creative builder. The north star is simple: an agent receives a brief, connects over MCP, and sets the whole campaign up - design system, scenes, imagery, motion, background video, sound, and a render. This page is the contract that makes that possible: every tool, schema, and motion rule the editor actually ships.
From a brief to a ready campaign. Call the tools in this order; skip a step only when the project already has that piece.
1
get_credit_balance - confirm the account can spend before you generate
2
list_design_systems then create_design_system or update_design_system - brand first, always
3
create_project - one idea per scene (hook, product, proof, offer). Image scenes get overlay gradient. Colours inherit from the design system
4
generate_image with format + designSystemId. Attach with patch_scene, not a full update_project
5
preview_scene then critique_scene. You are not done until you have looked. Fail means patch_scene and look again
6
get_motion_skill then apply_physics_recipe (leaves, rain, emberRise, snowfall, vortex...). Do not invent gsapCode
7
Background video is a project-level track (bgVideoTrack), one clip under the whole timeline. Do not put a video on every scene
8
get_active_render then render_video. One render at a time. Poll get_render_progress. Stop with cancel_render if needed
MCP Server Setup
Add the Wildfield MCP server to your agent's configuration. You'll need an API key from the Admin panel.
Hosted server (recommended — zero-install)
Nothing to clone, no npm, no npx. Point your agent at the hosted endpoint and pass your API key as a header. This is the easiest way to connect — the server runs on wildfield.io.
Your key authenticates every request and attributes usage/credits to your account — a missing or invalid key returns 401. The hosted server exposes the exact same tools as the local methods below.
Local server (offline / dev only)
Only needed if you're running offline or hacking on the server itself — most people should use the hosted URL above. You'll need the mcp-server/ folder (from the repo or a shared tarball) and Node 18+.
First install its dependencies:
cd mcp-server && npm install
Then point your agent at the server's absolute path and pass your key via the environment. ADFLOW_API_KEY is required; ADFLOW_URL is optional (defaults to https://wildfield.io).
Replace /absolute/path/to/mcp-server/index.js with the real path on your machine (e.g. /Users/you/wildfield/mcp-server/index.js). A published npx wildfield-mcp package is coming soon — it is not on npm yet, so don't rely on it today.
Authentication reference
Every request is authenticated with your Wildfield API key. Create keys in Admin → API Keys. How you supply the key depends on the method:
X-API-Key header
Hosted server (and any direct REST call). The key travels as an HTTP header on each request.
ADFLOW_API_KEY env
Local stdio server — required. The mcp-server/index.js process reads it from the environment.
ADFLOW_URL env
Local stdio server — optional. Overrides the API base URL (defaults to https://wildfield.io).
Authorization: Bearer
Supabase JWT token for browser sessions.
MCP Endpoints
36 tools available via the MCP server. All return JSON. You call these by tool name (not by HTTP verb) - the coloured badge below each tool indicates the HTTP method of the REST endpoint it wraps, for reference when using the Direct API Fallback.
GET list_design_systems
List all design systems you have access to.
No parameters. Returns an array of full design system objects.
POST create_design_system
Create a new design system. All scenes inherit colours, fonts, logo, and layout from here.
Param
Type
Description
name
string
required
Display name (e.g. "Acme Corp")
primaryColor
hex
required
Primary brand colour
secondaryColor
hex
optional
Secondary brand colour
darkColor
hex
optional
Dark colour (default #111111)
lightColor
hex
optional
Light colour (default #ffffff)
fontHeadline
string
optional
Headline font stack
fontBody
string
optional
Body font stack
fontImport
URL
optional
Google Fonts import URL
fontH1–fontCta
string
optional
Per-element font overrides
h1Weight–ctaWeight
string
optional
Font weights (e.g. "800")
h1Transform–ctaTransform
string
optional
"none" or "uppercase"
h1LetterSpacing–ctaLetterSpacing
string
optional
CSS letter-spacing
ctaRadius
string
optional
CTA border-radius multiplier
logoSvg
URL
optional
Logo SVG URL
logoPosition
string
optional
9-grid position (e.g. "top-left")
logoScale
number
optional
Logo size (100 = default)
contentPosition
string
optional
"top", "middle", or "bottom"
contentAlign
string
optional
"left" or "center"
ctaAlign
string
optional
"left" or "center"
disclaimer
string
optional
Legal disclaimer text
globalGenPrompt
string
optional
Default AI prompt prefix
PATCH update_design_system
Update any properties on an existing design system.
Param
Type
Description
id
string
required
Design system slug (e.g. "acme-corp")
data
object
required
Key-value pairs to update (see full schema below)
GET list_projects
List all projects with metadata.
No parameters. Returns id, filename, name, designSystemId, sceneCount, savedAt.
GET get_project
Get full project data including all scenes.
Param
Type
Description
id
string
required
Project UUID
POST create_project
Create a new project with scenes. Colours, layout, and logo position are inherited from the design system automatically.
Param
Type
Description
name
string
required
Project name (e.g. "June Campaign")
designSystem
string
required
Design system slug
format
enum
optional
Active format: square, portrait, vertical, landscape, wide
scenes
array
required
Array of scene objects (see below)
Scene object
Field
Type
Description
h1
string
required
Headline. 4-7 words. No fluff, no em dash
role
enum
optional
hook, product, proof, offer, cta
h2
string
optional
Supporting text
h3
string
optional
Third line of text
cta
string
optional
CTA button text
bgType
enum
optional
colour, gradient, or image
bgColor
hex
optional
Background colour (default: DS Dark)
bgImage
URL
optional
Background image URL
bgGradientFrom
hex
optional
Gradient start colour
bgGradientTo
hex
optional
Gradient end colour
bgGradientAngle
number
optional
Gradient angle degrees (default 180)
textColor
hex
optional
Text colour (default: DS Light)
ctaBgColor
hex
optional
CTA bg (default: DS Primary)
ctaTextColor
hex
optional
CTA text (default: DS Light)
contentPosition
enum
optional
top, middle, bottom
contentAlign
enum
optional
left or center
logoPosition
string
optional
9-grid position (e.g. "top-left")
overlayType
enum
optional
none, fill, gradient
overlayColour
hex
optional
Overlay colour
overlayOpacity
number
optional
Overlay opacity 0–1
notes
string
optional
Description / AI image prompt
duration
number
optional
Seconds (default 3)
audioUrl
URL
optional
Audio URL (use upload_audio)
audioFileName
string
optional
Audio filename for display
audioPlayMode
enum
optional
loop, once, fade
audioVolume
number
optional
Volume 0–100 (default 100)
audioOffset
number
optional
Start offset in ms
audioCropStart
number
optional
Trim start in ms
audioCropEnd
number
optional
Trim end in ms
audioFadeOut
number
optional
Fade out duration in ms
PUT update_project
Update an existing project. Fetch the project first, modify it, then pass the full object back.
Param
Type
Description
id
string
required
Project UUID
filename
string
required
Project filename
project
object
required
Full project object
DELETE delete_project
Permanently delete a project.
Param
Type
Description
id
string
required
Project UUID
POST patch_scene
Patch a few fields on one scene. Prefer this over update_project for copy, overlay, and image attach. Attaching bgImage turns overlay gradient on if overlay was none.
Generate an AI image for use as a scene background. Pass format so the plate matches the ad. Pass designSystemId so the brand globalGenPrompt is appended.
Param
Type
Description
prompt
string
required
Image generation prompt
filename
string
optional
Output filename
model
enum
optional
AI model (see table below)
format
enum
optional
Sets size when width/height are omitted
designSystemId
string
optional
Appends globalGenPrompt and scopes storage
width
number
optional
Width in px (default: format size, else 2160)
height
number
optional
Height in px (default: format size, else 2160)
Available models
gpt-image-1
ChatGPT Image v2 (default, best quality)
flux-dev
Flux Dev (fast)
flux-pro
Flux Pro
imagen4
Google Imagen 4
imagen4-fast
Google Imagen 4 Fast
nano-banana-pro
Nano Banana Pro
ideogram-v3
Ideogram v3
recraft-v3
Recraft V3
recraft-v3-transparent
Recraft V3 (transparent background PNG)
GET list_generations
Browse generated images, optionally scoped to a design system (client). Non-admins always see only images they have access to.
Param
Type
Description
designSystemId
string
required
Design system slug (e.g. "beau-brummell")
POST upload_image
Upload an image from a URL to Blob storage for use as a scene background.
Param
Type
Description
url
string
required
Public URL of the image
filename
string
optional
Filename for the stored image
POST outpaint_image
Expand an image's edges using AI outpainting. The source image is downloaded and sent as image data. Default model is fal-ai/bria/expand (fal-ai/flux-2-pro/outpaint also available). At least one expand_* value must be greater than 0.
Param
Type
Description
image_url
string
required
Public URL of the source image (downloaded and sent as image data)
expand_top
number
optional
Pixels to expand at top
expand_bottom
number
optional
Pixels to expand at bottom
expand_left
number
optional
Pixels to expand at left
expand_right
number
optional
Pixels to expand at right
prompt
string
optional
Hint for what to paint into the expanded area
model
enum
optional
fal-ai/bria/expand (default) or fal-ai/flux-2-pro/outpaint
filename
string
optional
Output filename (default: extended.png)
design_system_id
string
optional
Design system slug to scope storage to a client
POST generate_vector
Generate a clean editable SVG icon/shape via fal.ai (Recraft V4.1).
Param
Type
Description
prompt
string
required
Description of the SVG to generate
model
string
optional
fal.ai model (default: recraft-v4.1)
filename
string
optional
Output filename
POST duplicate_project
Duplicate a project (creates a copy with "(Copy)" suffix).
Param
Type
Description
id
string
required
Project UUID to duplicate
POST upload_audio
Upload an audio file from a URL for use as scene audio. Returns a Blob URL.
Param
Type
Description
url
string
required
Public URL of audio file (mp3, wav, ogg, aac, m4a)
filename
string
optional
Filename for stored audio
DELETE delete_design_system
Delete a design system (cannot delete "default"). Pass reassignTo to move leftover projects first.
Param
Type
Description
id
string
required
Design system slug to delete
reassignTo
string
Move leftover projects onto this design system (usually default)
POST render_video
Start a server-side MP4 render of a composition. Renders the supplied HTML via AWS and returns a renderId + executionArn - poll get_render_progress with the executionArn until status is SUCCEEDED to get the video URL. One render at a time per account. If a render is already running (this tool, another agent, or the editor) this returns that render instead of starting a second one. Check first with get_active_render. Stop with cancel_render.
Param
Type
Description
html
string
required
Full composition HTML to render
width
number
required
Output width in pixels
height
number
required
Output height in pixels
fps
number
optional
Frames per second (default 30)
quality
string
optional
Render quality (default "high")
format
string
optional
Output format (default "mp4")
GET get_render_progress
Poll the progress of a video render started with render_video. When status is SUCCEEDED, videoUrl holds a signed download URL (valid ~1 hour).
Param
Type
Description
executionArn
string
required
executionArn returned by render_video
filename
string
optional
Download filename for the signed URL (default: output.mp4)
GET get_active_render
Check whether this account currently has a video render in flight, wherever it was started (this tool, another agent, or the Wildfield editor). Returns the running render or null. Call this before render_video if you are unsure.
No parameters.
POST cancel_render
Stop a running video render server-side and discard it. Stops the AWS execution, refunds the credits charged at start, and deletes partial output. Safe to call twice, and safe after the render has already finished (it then reports what happened and changes nothing).
Param
Type
Description
executionArn
string
required
executionArn from render_video or get_active_render
GET get_motion_skill
Load the Wildfield Motion Skill: the authoritative knowledge for Animate Physics, Guide Physics, and layout motion. Returns a training prompt plus structured JSON of every parameter, range, default, and named recipe. Call this before you write any motion onto a layer, then get_project → set layers[].physics / scene.timelineAnim → update_project.
No parameters. Do not invent force values; use the ranges this tool returns.
GET recall_motion
Recall the most recent exported (confirmed) motion patterns for the signed-in user, optionally scoped to one design system. Replay a recalled pattern when the brief says "like the last one". Returns an empty list unless the MOTION_AGENT flag is on.
Param
Type
Description
designSystemId
string
optional
Scope to one client
limit
number
optional
Max patterns (default 8)
GET get_credit_balance
Check YOUR OWN credit balance and recent spend. Use it before a generation, and after a timeout to confirm whether you were charged. A failed or timed-out generation is not charged.
Param
Type
Description
period
string
optional
Usage window, e.g. 7d or 30d (1-90 days, default 30d)
POST render_screenshot
Render composition HTML to a PNG and return the image. Max dimension 4096px. To persist it to a public URL, pass a data URI to save_render.
Param
Type
Description
html
string
required
Full composition HTML to screenshot
width
number
required
Output width in pixels (max 4096)
height
number
required
Output height in pixels (max 4096)
POST save_render
Save a rendered image (base64 data URI) to storage and return a public URL. Use to persist a PNG produced by render_screenshot or an in-app export.
Param
Type
Description
dataUri
string
required
Base64 data URI, e.g. "data:image/png;base64,..."
filename
string
optional
Output filename (default: render.png)
POST inpaint_image
AI-fill a masked region of an image from a prompt (generative fill). Provide the source image URL and a mask URL where white marks the area to regenerate.
Param
Type
Description
image_url
string
required
Public URL of the source image
mask_url
string
required
Public URL of the mask image (white = region to fill)
prompt
string
optional
What to paint into the masked region
model
string
optional
Inpaint model (default: fal-ai/bria/genfill)
filename
string
optional
Output filename (default: retouched.png)
design_system_id
string
optional
Design system slug to scope storage to a client
POST retouch_image
Retouch an image by erasing/removing content within a masked region (object removal). Use mode "inpaint" to regenerate the region from a prompt instead.
Param
Type
Description
image_url
string
required
Public URL of the source image
mask_url
string
required
Public URL of the mask image (white = region to retouch)
mode
enum
optional
erase removes content (default); inpaint fills from the prompt
prompt
string
optional
Fill prompt (used when mode is "inpaint")
model
string
optional
Override model (default depends on mode)
filename
string
optional
Output filename (default: retouched.png)
design_system_id
string
optional
Design system slug to scope storage to a client
POST edit_image
Edit an image with a natural-language instruction (e.g. "remove the background", "make it night-time"). Some models (e.g. ideogram-rembg) need no prompt.
Param
Type
Description
image_url
string
required
Public URL of the source image
prompt
string
optional
Edit instruction (required for most models)
model
enum
optional
Edit model (see table below)
filename
string
optional
Output filename (default: edited.png)
design_system_id
string
optional
Design system slug to scope storage to a client
Available models
nano-banana-pro
Nano Banana Pro (default)
nano-banana-2
Nano Banana 2
nano-banana
Nano Banana
flux-kontext
Flux Kontext
qwen-edit
Qwen Edit
seedream-edit
Seedream Edit
ideogram-rembg
Ideogram background removal (no prompt needed)
POST enhance_image
Upscale / enhance an image's resolution and detail.
Param
Type
Description
image_url
string
required
Public URL of the source image
model
enum
optional
aura-sr (default), creative-upscaler, or clarity-upscaler
Crop an image by percentage from each edge. At least one crop value must be greater than 0.
Param
Type
Description
image_url
string
required
Public URL of the source image
crop_top
number
optional
Percent to crop from the top (0–100)
crop_bottom
number
optional
Percent to crop from the bottom (0–100)
crop_left
number
optional
Percent to crop from the left (0–100)
crop_right
number
optional
Percent to crop from the right (0–100)
filename
string
optional
Output filename (default: cropped.png)
design_system_id
string
optional
Design system slug to scope storage to a client
POST delete_generation
Delete a generated or uploaded image from storage by its Blob URL. Only image-gen/ and uploads/ URLs are deletable, and you must own the generation (or be an admin).
Param
Type
Description
url
string
required
The Blob URL of the image to delete
POST capture_url
Capture a screenshot of a public web page and return the PNG. Private/local hosts are blocked.
Param
Type
Description
url
string
required
Public http(s) URL to capture
width
number
optional
Viewport width in px (1–4096, default 1280)
height
number
optional
Viewport height in px (1–4096, default 720)
fullPage
boolean
optional
Capture the full scrollable page height (default false)
Design System Schema
The complete field reference for design systems. All fields are required for correct rendering.
Headline font stack (e.g. "Montserrat, sans-serif")
fontBody
string
Body font stack (e.g. "Inter, sans-serif")
fontImport
URL
Google Fonts import URL
customFonts
array
Uploaded fonts: [{name, url, fileName}]
fontH1 – fontH3
string
Per-element font overrides (blank = inherit)
fontCta
string
CTA button font (blank = inherit fontBody)
h1Weight – ctaWeight
string
CSS font-weight values
h1Transform – ctaTransform
string
none or uppercase
h1LetterSpacing – ctaLetterSpacing
string
CSS letter-spacing
ctaRadius
string
Button radius multiplier (e.g. 0.5)
ctaAlign
string
left or center
contentAlign
string
left or center
contentPosition
string
top, middle, or bottom
logoPosition
string
9-grid position (e.g. top-left, bottom-center)
logoScale
number
Logo size percentage (100 = default)
logoSvg
string
Logo SVG blob URL
logoFileName
string
Logo filename
disclaimer
string
Legal disclaimer text (blank if none)
disclaimerAlign
string
left or center
globalGenPrompt
string
Default AI image generation prompt prefix
globalLocks
object
Locked fields applied across all scenes
Project Schema
The full project object structure returned by get_project and expected by update_project.
{
"version": 2,
"designSystemId": "client-slug",
"preset": { /* full design system snapshot */ },
"activeFormat": "square",
"activeSceneId": "scene-uuid",
"totalDuration": 12,
"scenes": [ /* array of scene objects */ ]
}
Field
Type
Description
version
number
Schema version (always 2)
designSystemId
string
Linked design system slug
preset
object
Full design system embedded in project
activeFormat
enum
square, portrait, vertical, landscape, wide
activeSceneId
string
Currently selected scene
totalDuration
number
Sum of all scene durations. When a background video track is set, the editor can fit the timeline to the video length
scenes
array
Ordered array of scene objects
bgVideoTrack
object|null
Project-level background video. One clip under the whole timeline (not per scene). { url, ref, fileName, poster, muted, srcW, srcH }. Preview and Lambda export share this single element so scene cuts do not flash black. Do not write scenes[].bgVideo for a campaign bed - set this instead
timelineAudio
object|null
Project-level audio bed (same idea as the video track): one track across the timeline
Scene Schema
A scene may contain any of these fields. Almost all are optional — missing fields fall back to design-system and editor defaults, so a scene only needs the fields it actually sets.
Field
Type
Description
Content
id
string
Unique scene identifier
name
string
Scene display name
h1
string
Headline text
h2
string
Supporting text
h3
string
Third line
ctaText
string
CTA button label
disclaimerOverride
string
Per-scene disclaimer (blank = use preset)
duration
number
Scene duration in seconds
Layout
logoPosition
string
9-grid logo placement
logoScale
number
Per-scene logo scale (100 = default)
contentPosition
string
top, middle, bottom
contentAlign
string
left or center
ctaAlign
string
left or center
paddingPerFormat
object
Per-format padding: {square: {left, right}, ...}
layoutPerFormat
object
Per-format layout overrides (position/align/scale), inherited leftward across formats
Layout Template & Grid
layoutTemplate
string
Applied layout-template id — one of classic, centered, hero, topLead, bottomBar, footer, logoBottom, cornerMark, minimal, grid, cinematic (Centered logo), none, logoBottomLeft, logoBottomRight. Sets the slot fields above; a template is a starting point, not a constraint.
gridEnabled
boolean
Opt-in free-placement mode. When true, slot typography is suppressed and freeEls is rendered instead.
freeEls
array
Freely placed elements: [{id, role, text, cx, cy, w, h, angle, rotated}] — cx/cy/w/h are fractions of the frame (frame-fractional poses), so they hold across formats.
gridCols
number
Editor snap-lattice columns for placing/dragging grid elements
gridRows
number
Editor snap-lattice rows
gridPerFormat
object
Per-aspect-ratio grid: {square: {freeEls, gridCols, gridRows}, vertical: {...}} — swapped in/out on format switch (like bgPerFormat)
[{id, char, font, x, y, scale, rotation, colorOv}]
maskLayerId
string
Id of the canvas layer used as a mask for the layer stack (layer-as-mask)
layers[].contrast
number
Layer-global contrast (100 = default) - applied to the whole layer, not keyframed
layers[].saturation
number
Layer-global saturation (100 = default) - applied to the whole layer, not keyframed
layers[].position
object
{ x, y, scale, rotation } - the layer's one authored pose. Scale is percent (100 = identity). On a linked pair each scene stores its own pose; playback holds it until kf.t, then morphs
layers[].kf
object
{ t } - when that pose lands, 0-1 through the scene. Dragged on the scene bar. There is no Start / Mid / End pose any more
layers[].linkNext
boolean
Hand this layer to the same-named layer in a later scene
layers[].linkEase
string
Junction ease id (e.g. easeOutExpo). Empty = Auto (velocity-matched). Shapes both pose and physics across the cut
layers[].physics
object
Animate Physics. { enabled, seed, loop, kf: { start, mid?, end? }, guide }. Call get_motion_skill before writing this
AI Generation
genAiPrompt
string
AI image prompt for this scene
genAiModel
string
AI model key
genAiCamera
string
Camera angle (e.g. "eye-level")
genAiLens
string
Lens type (e.g. "standard")
genAiShotSize
string
Shot size (e.g. "medium-shot")
genAiLighting
string
Lighting style
genAiBackground
string
Background description
genAiStyle
string
Visual style (e.g. "photo-realistic")
genAiMood
string
Mood/atmosphere
genAiImages
object
Per-format generated images
bgImageHistory
object
Per-format image history arrays
bgImageHistoryIndex
object
Per-format history index
Cinematic
cinematic
boolean
Enable cinematic mode (hides text)
cinematicShowLogo
boolean
Show logo in cinematic mode
cinematicLogoScale
number|null
Logo scale override for cinematic
cinematicLogoPosition
string|null
Logo position override for cinematic
Audio
audioUrl
URL
Audio file URL
audioFileName
string
Audio filename
audioOffset
number
Audio offset in ms
audioPlayMode
string
loop, once, fade
audioVolume
number
Volume 0–100
audioCropStart–audioCropEnd
number
Audio trim in ms
audioFadeOut
number
Fade out duration in ms
Capture
captureEnabled
boolean
Enable capture mode (overrides imaging)
captureUrl
URL
URL to capture
captureFilter
string
CSS filter preset name
captureAnimMode
string
none or animate
captureEasing
string
Easing function name
captureKeyframes
object
Per-format keyframes
Advanced
htmlOverride
string
Custom HTML content
useHtmlOverride
boolean
Enable HTML override mode
notes
string
Internal notes
animationNotes
string
Animation description
elementAnimations
object
Per-format element animation data
Format Specifications
Font sizes are calculated by the renderer, not stored. The root unit determines all text sizes via multipliers.
Vector text layers accept inline expression tokens wrapped in curly braces. Each token evaluates live against the scene clock, so a single text string can count a number, cycle through words, type on, or print a stable random digit, with no keyframes. Tokens evaluate identically in preview and in server render, and a token persists across linked scenes (the linked clips share one timeline window, so a {0-100} ramps once across the whole chain rather than restarting at each cut).
Where to type them: Canvas mode → a Vector layer → the text field (placeholder Type text…). Any glyph/string entry in the layer's text stack accepts tokens. There is no MCP parameter: expressions live inside the text content itself.
Token
Type
What it does
{A-B}
Number
Tweens linearly from A to B over the layer's timeline window. {0-100} counts up; {100-3} counts down. A and B may be negative and/or decimal. Flags: |$, |%, |th, |commas, |step:N, |ease:out, |prefix:X, |suffix:X, hold @0.2-0.8.
{w1, w2, …}
Words
Splits the window into N equal segments and shows each word in turn. {monkey, cat} = 50 / 50; the last word holds to the end. Weight a line with {Save:2, Shop:1}. {day:Mon,Tue} is the same idea.
{random}
Random
A single stable digit 1-9. Seeded once (never flickers) and identical in preview and every render chunk. Per particle when Animate Physics is on.
{rand:A-B}
Random
A stable integer in the range, seeded the same way as {random}.
{pick:a, b}
Random
A stable word pick. Same seed, same word, every render.
{type:TEXT}
Reveal
Typewriter across the scene. {type:TEXT:2} types in 2 seconds, then holds. Seconds never run past the scene end. Hold is extra time after that.
{scramble:TEXT}
Reveal
Decode from random glyphs into the target by progress.
{time:0:30-0:00}
Clock
Countdown or count-up as m:ss. Also accepts seconds: {time:90-0}.
{bar:0-10}
Bar
A text bar of █ / ░ blocks that fill with the tween.
{date:1-31}
Number
Integer tween (no decimals).
{…:s0.5}
Stagger
Fade each character on over 0.5 seconds. One word: {WORLD:s0.4}. Restarts when a word cycle changes. Also |s:0.5.
{…:d0.5}
Delay
Wait 0.5 seconds, then start. Combos: {cat:d0.2:s0.2}. Also |d:0.5. Seconds never run past the scene end.
Number animation: decimals and direction
The decimal precision of the output matches the inputs: the result is shown to max(decimals of A, decimals of B) places. Both-integer inputs stay integer (rounded). Descending ranges (B < A) animate backwards.
You type
At 0%
At 50%
At 100%
Score: {0-100}
Score: 0
Score: 50
Score: 100
{100-3} left
100 left
52 left
3 left
{0-1.5}x
0.0x
0.8x
1.5x
{-20-20}°
-20°
0°
20°
Examples
Raised {0-100}% this quarter → counts 0 → 100 over the scene
Only {50-0} left! → counts down 50 → 0{Save big, Move fast, Win}→ three words, ~33% each, last holds
Gate {random}, Seat {random}→ two independent stable digits{0-100}% / {loading, almost, done}→ a counter and a word cycle in one line{0-9999|$} off → $0 … $9,999{dogs,cats,cows:s0.5}→ words, each character fades on over 0.5s{type:LIMITED TIME}→ types on across the scene
Behaviour & gotchas
Multiple tokens
Every {…} in the string is evaluated. Each {random} gets its own stable digit (seeded by its position).
Plain text untouched
Anything outside braces is printed verbatim: $, %, punctuation, spaces all survive.
Unknown tokens
A brace group that matches none of the forms (e.g. {hello}) is left as the literal text {hello}. No error, no blank.
Nested braces
Not supported. {{0-100}} won't tween; keep tokens flat.
Number vs words
A comma inside the braces makes it a word cycle; a single dash between two numbers makes it a tween. {0,1,2} is words; {0-2} is a number.
Start / end
Values clamp at the window edges: a number holds its first value before the window and its last value after it; a word cycle holds the final word.
Verified against app.html: the token runtime vexprEvalCore (parse + interpolation) and the live updater __vectorExprRuntime.
Animate & Guide Physics
Animate Physics is a particle engine on a Vector layer. Each glyph or SVG becomes many copies. Eight forces push those copies around the frame. The same numbers drive preview and the cloud MP4, because the runtime is a pure function of time and seed. An untouched panel is a no-op (all forces 0). Flip the Engine switch on, then either dial forces or pick a Recipe.
Call get_motion_skill then apply_physics_recipe. Do not invent ranges or gsapCode.
How a field feels
Force
What it does
Slider
Default
wind
A steady breeze. Every particle is pushed the same way, like leaves crossing the frame
0-50
0
turbulence
Chaotic noise. Higher values get jittery and unpredictable
0-60
0
gravity
A downward pull. Particles fall and settle. Off in Perfect loop
0-50
0
swirl
Spin around the centre, like water down a drain
0-100
0
orbit
Circle the centre at a steady radius instead of spiralling in
0-40
0
wave
A rolling ripple across the field, like a flag or water surface
0-50
0
float
Gentle upward lift with a soft bob: balloons, embers, bubbles
0-60
0
spring
Elastic pull back to each particle's home. Off in Perfect loop
0-50
0
Layout and globals
Layout is structural. On a linked chain, count is owned by the first scene so particle i stays the same particle across the cut. Forces and globals can ramp from Start to End on that scene; they also lerp across a LINK, the same way Scale does.
Group
Controls
Slider
Type beyond
Default
Layout
count (how many copies)
1-800 (FORMATION_MAX)
same cap
1
Layout
fill (cluster to frame to overshoot)
0-120
500
60
Layout
fanOut
0-100
-
0
Global
speed (tempo; 50 = 1x)
0-50
100 (2x)
50
Global
intensity (multiplies every force)
0-150
-
100
Global
randomness
0-100
-
50
Global
stagger
0-100
-
20
Click a number to type past the slider. The track is the useful band; extremes are opt-in.
Engine, Perfect loop, Trail, Recipes
Engine
Master on/off. Off keeps every force, guide and recipe; keyframe tweens take back the layer
Perfect loop
Scene-level. Last frame matches the first. Gravity and Spring switch off on particles. Animate gradient wraps too. Periodic forces lock to whole cycles
Trail
copies (0-12), copyTimeOffset, copyFade: a time-offset tail behind each particle
Recipes
Live tiles (crosswind dunes, supernova, ticker count…). A tile writes the same physics fields you can set by hand
Randomize
Rolls a coherent recipe (breeze, tornado, orbits) and a new seed. Amber padlocks pin a value so Randomize leaves it
Guide Physics and Form Sources
Guide Physics sits on top of the running field. A prompt such as "form a ring" or "rotate 360" bakes a { formation, modifier } spec. Physics still runs underneath. Clear the guide and you are back to pure forces.
Form Sources (on by default) feed that formation from something other than a prompt:
Source
You supply
How particles assemble
Points
Prompt
A sentence
AI returns a shape and/or a motion
up to 800
Shapes
A generator (phyllotaxis, spiral, sphere…)
Deterministic points
up to 800
Image
PNG / JPG / WebP
Silhouette or edge sample
12-800 (160)
SVG
An .svg
Trace along the path. Optional draw-on
12-800 (80)
Data
Numbers
Chart polyline
12-800 (64)
Draw
A path or mask on the canvas
Follow-path or fill-mask. Hide the guide without deleting it
up to 800
A to B across a LINK: each linked scene can hold its own formation. Particles melt from shape A to shape B across the cut. Count stays locked so identity holds. Ease on the Keyframes panel (Slow finish, etc.) shapes both the pose and the physics clock.
Gradient FX (animated linear / conic / mesh / aurora) is on by default. Opt out with ?gradientFx=off.
Verified against app.html v1.484.0: PHYSICS_DEFAULTS, slider arrays, FORMATION_MAX 800, FORM_SOURCES / GRADIENT_FX default on, one pose per layer at kf.t.
Editor Feature Map
The editor's user-facing creative surface, beyond the API/MCP layer above. Most features are always visible; a few are flag-gated (enable via URL param or localStorage as shown above). This map reflects the shipping product — see the dedicated sections above for expressions and physics.
Inline {A-B} / {w1,w2} / {random} plus format, type, scramble, pick, time, bar, and :s0.5 stagger. → full reference
Live
Animate Physics
Force-field particle motion, Engine / Trail, Recipes, Randomize, locks, Guide Physics. Hold and Perfect loop live in Finish on every layer mode. → full reference
Live
Form Sources
Prompt, Shapes, Image, SVG, Data, Draw. A→B morph on a LINK. Opt out with ?formSources=off.
Live (default on)
Gradient FX
Animated linear / conic / mesh / aurora gradients with Randomize. Perfect loop wraps the field so the last frame matches the first. Opt out with ?gradientFx=off.
Live (default on)
Keyframes
One pose per layer. Drag the marker on the scene bar. Physics forces still have Start / End slots. LINK + Ease under Keyframes.
Live
Linked scenes
LINK hands pose and physics to the next scene. Authored Scale (and other pose sliders) hold until the keyframe, then morph. Count stays locked across the chain.
Live (default on)
Background video
One project-level bgVideoTrack under the whole timeline. Timeline can fit to the video length. Prefer this over per-scene bgVideo.
Live
Colour & type
Per-object colour
Master and per-glyph colour overrides with an eyedropper; right-click to reset to inherit; colour is keyframeable.
Live
Typography
Google Fonts + custom uploads, per-element font / weight / transform / letter-spacing; alignment (H & V).
Live
Capture & imaging
Stream capture
Screen / camera / tab capture. Snap a still or press-and-hold to record (held duration = scene length).
Live
AI imaging
Retouch (erase / inpaint), AI Fill (extend), enhance / upscale, background removal, poster-frame edit. (Also via MCP — see endpoints.)
Live
Sound
Sound mode
Drag a track in → waveform with crop; threshold slider; Detect transients → auto-scenes on the beat; voice-over track + mix; master volume. Per-scene fades preview today.
Credit balance, top-up now, auto-top-up (threshold + daily cap, min $5), card management via Stripe.
Live
Agent Skills
Skills are prompt modules your agent can invoke to get context-aware guidance for specific tasks. Install the wildfield skill in your agent to unlock all MCP tools and workflow knowledge.
Core Skill
wildfield
Primary skill for all Wildfield operations. Covers MCP tool usage, design system creation, project workflows, scene field requirements, and AI image generation. Triggers on wildfield, design system, create a project, build scenes, generate ad creative.
get_motion_skill
Runtime skill, fetched over MCP. Call it before writing layers[].physics. Returns every force, range, default, and named recipe so an agent can turn a brief ("leaves in a breeze across two scenes") into real field values instead of guessing.
JSON Templates
Download these templates, fill in your client's brand details, and import via the API or MCP tools.
When MCP tools aren't available, use the REST API directly with your API key.
# List design systems
curl -s -H "X-API-Key: YOUR_KEY" "https://wildfield.io/api/design-systems/list"
# Save / update design system
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
"https://wildfield.io/api/design-systems/save" \
-d '{"id": "client-slug", "data": { ... }}'
# List projects
curl -s -H "X-API-Key: YOUR_KEY" "https://wildfield.io/api/projects/list"
# Get project by UUID
curl -s -H "X-API-Key: YOUR_KEY" "https://wildfield.io/api/projects/PROJECT_UUID"
# Create new project# project blob MUST include version, designSystemId, preset.name, activeFormat
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
"https://wildfield.io/api/projects/save" \
-d '{"filename": "project-slug", "project": {"version":2, "designSystemId":"client-slug", "preset":{"name":"Client Name"}, "activeFormat":"square", "scenes":[...]}}'
# Update existing project
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
"https://wildfield.io/api/projects/save" \
-d '{"filename": "project-slug", "projectId": "UUID", "project": {"version":2, "designSystemId":"client-slug", "preset":{"name":"Client Name"}, "activeFormat":"square", "scenes":[...]}}'
# ─── AI generation (genai/*) — all POST, all return a blob URL ───# Generate an image from a text prompt# model: flux-dev (default), flux-pro, imagen4, imagen4-fast, gpt-image-1, nano-banana-pro, ideogram-v3, recraft-v3, recraft-v3-transparent
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
"https://wildfield.io/api/genai/generate" \
-d '{"model":"flux-dev", "prompt":"a red sports car at sunset", "width":2160, "height":2160, "filename":"car.png", "design_system_id":"client-slug"}'
# Edit an existing image with an instruction (the editing suite)# Same shape applies to /api/genai/inpaint, /retouch, and /enhance
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
"https://wildfield.io/api/genai/edit" \
-d '{"model":"nano-banana-pro", "prompt":"make the sky stormy", "image_url":"https://.../car.png", "filename":"car-edited.png"}'
# Outpaint / extend an image (fill new pixels around the frame)
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
"https://wildfield.io/api/genai/outpaint" \
-d '{"image_data":"data:image/png;base64,...", "expand_top":0, "expand_bottom":256, "expand_left":0, "expand_right":0, "prompt":"more road", "filename":"car-extended.png"}'
# Animate an element / scene into a video clip
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
"https://wildfield.io/api/genai/animate" \
-d '{"prompt":"slow pan across the car", "duration":6, "format":"mp4", "width":1080, "height":1080}'
# List your past generations
curl -s -H "X-API-Key: YOUR_KEY" "https://wildfield.io/api/genai/list"
# ─── Renders (renders/*) ───# Rasterise composition HTML to a PNG screenshot (server-side Puppeteer)
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
"https://wildfield.io/api/renders/screenshot" \
-d '{"html":"<!doctype html>...", "width":1080, "height":1080}'
# Render composition HTML to a video on AWS Lambda (returns an executionArn)
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
"https://wildfield.io/api/renders/video" \
-d '{"html":"<!doctype html>...", "width":1080, "height":1080, "fps":30, "quality":"high", "format":"mp4"}'
# Poll render progress (executionArn returned by /renders/video)
curl -s -H "X-API-Key: YOUR_KEY" "https://wildfield.io/api/renders/progress?executionArn=ARN"
Critical Rules
Font names must use SINGLE QUOTES.
Font values are injected into HTML style="" attributes. Double quotes break the attribute, silently dropping all CSS properties after the font declaration. Text renders at 16px with no styling.
All design system fields are required.
Missing fields cause the renderer to fall back to DEFAULT_PRESET values (system font, black text, white background). Always provide the complete field set.
Scenes inherit from the design system.
The create_project tool automatically inherits textColor, ctaBgColor, ctaTextColor, contentAlign, contentPosition, and logoPosition from the design system. Image backgrounds default to overlay gradient. Later edits go through patch_scene, not a full update_project.
Font sizes are read-only.
Font sizes are calculated by the renderer from format dimensions. Do not attempt to set font sizes in design systems or scenes.
Projects MUST include designSystemId in the project blob.
The /api/projects/save endpoint reads project.designSystemId to populate the design_system_id DB column. Projects are filtered by design system in the UI — if this field is missing or null, the project will not appear in the project list. You must also include version: 2, preset: {name: "..."}, and activeFormat for the project to load correctly.
Autosave can overwrite API updates.
The frontend autosaves to the server every 2 seconds. If a user has the project open while your agent updates via API, the frontend's next autosave will overwrite your changes. Coordinate with the user to close the project before making API updates.
Background video is a project track.
Set project.bgVideoTrack once. Do not stamp a video onto every scene. One element spans the timeline so cuts stay clean in preview and in the Lambda render.
Call get_motion_skill then apply_physics_recipe.
Pick a named recipe (leaves, rain, emberRise, snowfall, vortex, galaxy, starburst). Do not invent gsapCode. The editor rebakes enabled physics that has no snippet on load.
Wildfield — AI-native ad creative builder — wildfield.io