On the record
creator.lottiefiles.com
Read 1 time since 12 Oct 2026. Last read 12 Oct 2026.
16
tools offered to AI agents, on the record.
https://creator.lottiefiles.com/
- Last change
- None yetUnchanged since first read.
- Declared read-only
- 15 of 16
- llms.txt
- None
Tools
16 live-
discover_toolsReads only
Discover full TypeScript signatures for additional sandbox APIs before using them inside execute_typescript. Discoverable tools: [external_read_scene, external_apply_keyframes, external_apply_motion_preset, external_apply_motion_path, external_set_anchor_point, external_create_shape, external_bend_shape, external_create_text, external_create_text_group, external_create_button, external_create_refe
First seen 12 Oct 2026. Unchanged since.
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execute_typescriptCan change things
Execute TypeScript in an isolated QuickJS sandbox to edit Creator. First use discover_tools for typed external_<tool_name> functions. Await every external_* call; calls are serialized. Return a JSON-serializable value; console.log captures text. No DOM, storage, network, imports, or persistent globals are available. Each run has a 30-second limit and 32 MB heap. At most two runs can execute at onc
First seen 12 Oct 2026. Unchanged since.
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list_fontsReads only
List font families available in the active project — Creator's curated presets, Google Fonts, OS-installed local fonts (when permission has been granted), and project-uploaded font assets. Use this when the user names a specific font you're not sure is loaded ('animate "Acme" in Bebas Neue letter-by-letter'), or when you need to recommend a fallback that's actually present. When to call: - User n
First seen 12 Oct 2026. Unchanged since.
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list_inputsReads only
List the typed inputs (variables) on the active state machine. Inputs are how state machines store runtime values — booleans for toggle state, numerics for progress / counters, strings for labels, and events for one-shot triggers. Inputs feed guards on transitions and actions in interactions. Returns `{ inputs: [{ id, name, type, value? }] }`. The `value` is the initial value at machine start (ev
First seen 12 Oct 2026. Unchanged since.
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list_interactionsReads only
List the interactions defined on the active state machine. Interactions BIND runtime pointer / state events to actions — usually a `Fire` action that emits a named event a transition listens for. **Without an interaction, transition `trigger_event` guards never fire.** If you added an `add_transition({ trigger_event: 'click' })`, you must also `add_pointer_interaction({ pointer_event: 'Click', fi
First seen 12 Oct 2026. Unchanged since.
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list_layer_effectsReads only
Return the effects currently attached to a layer, with their ids, types, and enabled state. Call this before stacking another effect, before removing one, or whenever you need to know what's already there.
First seen 12 Oct 2026. Unchanged since.
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list_motion_system_itemsReads only
Read the user's Motion System library — a separate design library from the file's theme slots. Returns colors / gradients / fonts / easings / durations / motion presets that the user has saved (typically synced from Workflow). Use this when the user names a brand value (e.g. 'brand red', 'standard ease-out', 'fast duration') and `list_slots` did NOT find a match — motion system is the fallback lib
First seen 12 Oct 2026. Unchanged since.
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list_scenesReads only
List every scene in the current project plus which one is active. Cheap read. Use when the user refers to scenes by name ('switch to the outro', 'work on the vertical') so you can find the right `scene_id`, or when deciding whether to create a new scene vs. switch to an existing one. Returns active scene id, and for each scene: id, name, size, framerate, duration, layer_count, and is_nestable (wh
First seen 12 Oct 2026. Unchanged since.
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list_segmentsReads only
List the named animation segments (markers) on the active scene. Each segment is a name + a frame range (start_frame, end_frame). Segments are used by Lottie players to loop / play named ranges and by dotLottie state machines as playback targets. Returns `{ segments: [{ id, name, start_frame, end_frame, duration_frames }] }`. Empty array means the scene has no segments yet. Call before `add_segm
First seen 12 Oct 2026. Unchanged since.
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list_slotsReads only
List design-token slots defined in the file. Each slot has ONE stable id (e.g. 'brand-red') but can supply different VALUES per theme — Default theme might have brand-red as crimson, a Dark theme might have it as burgundy. The toolkit renders whichever value the currently active theme provides. Use before inventing hardcoded values whenever the user names a brand concept ('brand red', 'primary bl
First seen 12 Oct 2026. Unchanged since.
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list_state_machinesReads only
List the interactivity state machines defined in this file. Each one is `{ id, name, state_count, transition_count, is_active }`. Returns the active state machine id separately as `active_state_machine_id`. State machines are runtime configurations — Lottie players use them to switch playback based on events (click, hover, completion). Most files have 0 or 1 machine.
First seen 12 Oct 2026. Unchanged since.
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list_statesReads only
List the states in the active state machine. Each is `{ id, name, type, segment, autoplay, loop, mode, is_initial, transitions: [{ id, to_state_id, trigger?, type }] }`. Returns `state_machine_id` and `initial_state_id` at the top level for convenience. Empty array means the active machine has no states yet.
First seen 12 Oct 2026. Unchanged since.
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list_themesReads only
List the themes embedded in this file. Themes group design-token slots (brand colors, named text strings, etc.). The Default theme is always present; users can add named alternates (e.g. 'Dark', 'Holiday'). Returns `{ themes: [{ id, slot_count, is_active }] }`. Call before `list_slots` if the user references a specific theme by name, or to confirm that any tokens exist before suggesting slot-based
First seen 12 Oct 2026. Unchanged since.
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measure_text_unitsReads only
Return per-line, per-word, and per-character bounds for an existing text layer. Uses the same canvas.measureText pipeline that powers `read_scene`'s `measured_bounds`, but exposes the cumulative pen position per glyph so per-character recipes can place each new layer at the source's exact kerning — no `bounds.width / char_count` approximation. When to call (REQUIRED before splitting): - Any per-c
First seen 12 Oct 2026. Unchanged since.
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read_keyframesReads only
Read the current keyframes on a layer's keyframe-tool properties. Use this whenever the user asks to TUNE, POLISH, or MODIFY an existing animation ('make the bounce snappier', 'slow down the fade', 'shift this 10 frames later', 'make the rotation smoother') — so you can see what's actually there before changing it, instead of rebuilding from scratch. Without `property`, returns a map of the core
First seen 12 Oct 2026. Unchanged since.
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read_sceneReads only
Read the current Creator scene. Returns scene dimensions, framerate, duration, all layers, current selection, render order, visual bounds, scene-center deltas, and clipping/off-canvas flags. Call this once at the start of most turns to understand what's on the canvas. Use each layer's `ordering` and `layout` blocks to avoid wrong-layer, wrong-stack, and off-canvas mistakes. A layer may also carry
First seen 12 Oct 2026. Unchanged since.
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