Developer Guide

Analyze Script Workflow

End-to-end pipeline that transforms a script into a storyboard with images, motion video, and music

End-to-end pipeline that transforms a user's script into a complete storyboard with images, motion video, and music. For what an edit makes stale afterwards, use the interactive Dependency graph.

High-Level Overview

Timing source: Measured from local Cloudflare Workflows runs (Workerd via Miniflare) for a 9-scene run. As of #929, Phase 4 runs sequentially — frame images render first, then motion/music prompts — because the motion-prompt pass is conditioned on the actual rendered starting frame (passed to the LLM as a vision input). This trades the prior image∥prompt parallelism for image-grounded motion.

Triggering Flow

The pipeline starts from server handlers in src/sequences/sequences.fn.ts:

  1. createSequenceFn — Creates a new sequence record, then calls triggerWorkflow('/storyboard', input)
  2. Regenerate — a changed script, style, aspect ratio or analysis model creates a NEW sequence from the old one (createSequenceFn with sourceSequenceId; the MCP regenerate_storyboard tool builds the same input with regenerateInput), which triggers the same workflow
  3. retryStoryboardFn — Retries a failed sequence (resets status to processing, re-triggers)

All three use triggerWorkflow() from src/platform/server/workflow/client.ts, which:

  • Resolves the Cloudflare Workflows binding for the trigger path via TRIGGER_TO_BINDING (src/platform/server/workflow/trigger-bindings.ts) — e.g. /storyboard → STORYBOARD_WORKFLOW
  • Calls binding.create({ id, params: body }) to start a durable workflow instance in-process (Workerd locally, same runtime as production — no HTTP webhook, no QStash). options.deduplicationId becomes the instance id, making a trigger idempotent
  • Returns the workflow instance id, persisted as workflowRunId on the relevant DB row for tracking

Input shape (StoryboardWorkflowInput):

FieldTypePurpose
userIdstringAuth context
teamIdstringAuth context
sequenceIdstringTarget sequence
optionsobjectframesPerScene, generateThumbnails, etc.
stopAtstageHow far the run goes (GENERATION_STAGES)
autoGenerateMotionbooleanflagsFromStopAt(stopAt); never set alone
autoGenerateMusicbooleanflagsFromStopAt(stopAt); never set alone
musicModelstring?Override music model
imageModelsstring[]?Multiple image models for parallel gen
suggestedTalentIdsstring[]?Pre-selected talent for casting
suggestedLocationIdsstring[]?Pre-selected locations for matching

Storyboard Workflow

File: src/sequences/server/workflows/storyboard-workflow.ts

The storyboard workflow (StoryboardWorkflow, a WorkflowEntrypoint extending OpenStoryWorkflowEntrypoint) validates data, generates a poster image, then delegates to the analyze-script workflow. Each unit of work runs inside step.do('name', …) so the Workflows engine checkpoints and auto-retries it.

Step: verify-clear-and-start-processing

  1. Validates auth via validateSequenceAuth()
  2. Loads sequence with getSequenceForUser() — checks script and style exist
  3. Loads and parses the style config — the sequence's selected sequence_style_versions snapshot (#1600). An automatic style's recipe, derived by the run, lands as a derived snapshot (sequences.snapshotAutoStyle in auto-style-step.ts)
  4. Deletes all existing frames for the sequence
  5. Sets sequence status to processing
  6. Returns resolved models: analysisModelId, imageModel, videoModel

Step: generate-poster

  • Generates a poster image from the script+title+style for the video player empty state
  • Non-critical — failures are logged and swallowed

Steps: upload-poster → save-poster

  • upload-poster streams the provider image into R2 (uploadPosterToStorage) so the stored URL is the origin-relative /r2/ path and never expires (#1117). Also non-critical: an upload failure falls back to the provider URL
  • save-poster writes posterUrl on the sequence and emits generation.poster:ready with the URL

Then spawns the AnalyzeScriptWorkflow child via spawnAndAwaitChild(ANALYZE_SCRIPT_WORKFLOW, …) (src/platform/server/workflow/await-child.ts) and awaits its completion. The child runs as its own durable instance with its own per-step retry budget.

A continue is not a script run (#1818). continueGenerationFn hands the storyboard a plan: the generation plan's missing | stale units up to the stop, frozen at the click as an Update-all plan (computePlan({ units }), every input read from D1 then — docs/architecture/generation-plan.md). With plan set (always with resume: no shot wipe, no poster) the storyboard spawns UpdateStaleShotsWorkflow (spawn-continue, announcePhases: true) instead of analyze-script, so the run does exactly those units: a references wave first (character / location sheets, element references, voices — each claimed in the run, as the bible workflows claim theirs), then the per-shot jobs (prompts, stills, dialogue, clips, first ones included) and music. A reference that fails holds the stills and clips made from it (PlanTarget.referenceIds) and fails nothing else. A voice the wave designs speaks in the plan under a placeholder (pendingVoiceId) and is bound to the designed id once the wave lands (bindPendingVoices), so the same run records and renders with it; a voice that does not land holds the dialogue and clips of every shot that speaks in it. Credits are a balance check at the click, not a reservation — the per-shot children preflight their own spend, as Update all's do. The references wave has no per-child preflight, so the run checks the balance against its click-time price (PlanReferences.cost, sheets and platform-only voices apart) in gate-references before spawning it. A clip renders while the version the plan judged stale is still selected (PlanTarget.staleVideoVersionId), whatever made it stale; leftover shots sent to Grok (leftoverGrokShotIds) render there. A continue whose executor recorded any failure ends failed with the first error, not completed, and sends no ready email. continueGenerationFn refuses a sequence with a live run before it saves any switch. Analyze-script is a fresh run only: it persists no stage and no checkpoint (stageComplete emits generation.phase:complete and nothing else). Update all (updateStaleShotsFn) freezes the same kind of plan from the generation plan filtered to stale (planUpdateAll → updateAllUnits, #1819) — one executor, one set of units. The editor and MCP's execute_generation start both through the same gate: Update all through prepareUpdateStale (refused while the sequence is processing; a one-image credit floor waived by a fal key), Continue through prepareContinue (the run lock, the work list and the price). launchUpdateStale emits generation.update-stale:start with the run id, so every open editor tracks the run (useUpdateStaleShots), and findRunningUpdateStale reads it back from the channel history for an editor opened mid-run.

After the analyze-script workflow completes, marks status as completed and emits generation.complete.

Analyze Script Workflow — Phase-by-Phase

File: src/sequences/server/workflows/analyze-script-workflow.ts

This is the core orchestration workflow. It runs durable units via step.do(), spawns child workflows via spawnAndAwaitChild(), and uses Promise.all() / Promise.allSettled() to fan child workflows out in parallel. It reads its input from event.payload and its instance id from event.instanceId.

Phase 1: Scene Splitting (Streaming LLM)

Sub-workflow: sceneSplitWorkflow (src/sequences/server/workflows/scene-split-workflow.ts)

Uses streaming LLM output to create scene rows progressively as scenes arrive. Shots exist only once a scene's shot-list entry has landed (#1593); each shot then gets a preview image, copied into R2.

Before the split, element vision. Elements uploaded with the sequence run /element-vision, which writes their description late. waitForElementVision scans the trigger's elementIds (wait-element-vision-scan-rows), polls only the ones still analyzing, and returns every row it read; those rows are the elements the split uses (#1113 — there is no second load-elements read). Vision still running at the timeout fails the run.

Steps:

Since #1035 the split runs as two parallel LLM calls (sibling step.dos via Promise.all), both over the same line-gutter copy of the script, and the LLM never re-emits script text. #1486 adds a third call after slices exist, so a scene can own 1..N shots; since #1585 that call also carries every spoken line, so originalScript.dialogue comes from it (the slice regex is only a streaming preview):

  1. scene-splitting-stream — the scenes call, a boundary-annotation contract: the model returns boundaries[] = { hintLine, quote }, and boundary-split.ts resolves each verbatim quote to a raw offset (exact → normalized → fuzzy, monotonic cursor) and slices the ORIGINAL script — extracts are byte-verbatim adjacent substrings (concat(slices) === script, asserted). The stream is fed through createStreamingSceneParser():
    • On each finalized boundary: persists the scene row + split script version (which carries the scene's narrative — title, heading, time of day, story beat, continuity — since #1600; the scene row holds none), emits generation.scene:new. No shot row (#1593): the rail shows the scene as "listing shots…" until its shot-list entry lands
    • On title detection: updates the sequence title, emits generation.updated
    • Excessive anchor repairs → one retry with feedback; a second degraded result keeps the first-pass LLM scenes. Dropped boundaries are logged and emitted as a non-fatal generation.error
    • A cut inside one location/beat is not a new scene (the ONE SHOT RULE is gone)
  2. scene-bibles — the bibles call: { characterBible[], locationBible[], elementBible[] }. Location/element firstMention is { text, lineNumber } on the wire; the owning scene id is derived server-side from the gutter line. A character entry carries voiceOnly (#1585): a narrator or off-screen voice gets a row but no sheet, no talent match, and no place in the still prompt. After the join, scene continuity tags are canonicalized onto bible tags (tag-reconcile.ts) since two independent calls can disagree.
  3. scene-shot-list-1..K — lists 1..N structured shots inside each resolved slice. The scenes go out in batches of SHOT_LIST_BATCH_SCENES (8), one step.do per batch, all batches concurrent (Promise.all): a feature-length paste is a dozen bounded calls, not one call at the model's output cap, and one failed batch replays alone. Each call streams (runStructuredCall + onAccumulated): the accumulated text is partial-parsed at most once per PARSE_COALESCE_CHARS, and every scene entry that has settled (settledPrefix — a later entry has started, or the stream ended) is landed on the spot via persistSceneShots: scene row upserted (stable id via orderIndex), its shots allocated (attachSceneShots) and upserted on (sceneId, shotNumber), tail rows trimmed with deleteFromShotNumber, generation.shot:created emitted per shot, and a preview fired per shot — its spec text when the scene has 2+ shots, else the slice (fire-and-forget via triggerWorkflow, deduplicated per instance + shot, so a step replay is idempotent; the image workflow opens a kind: 'preview' row before it renders, copies the preview into R2 and lands it there, or fails the row with the run — #1152). Mid-stream entries match on sceneNumber only; the validated final payload is the authority — attachShotLists throws on an omitted scene and lands anything the stream did not (a positional match, a provider that sent no partial chunks). The credit deduction sums the batches. Each call (shotListPassResultSchema, union-free), each shot carrying the dialogue spoken in it, speakers spelled as the cast list spells them. Length is per scene (#1593): a scene's running time is its script label (metadata.durationSeconds, from Scene N — Xs) and its shots divide it. Enhance writes scenes only — it no longer labels shots or knows the video model's clip grid (#1621), so the shot-list pass is the only place shot count/durations are decided. The prompt gives each scene a shots: budget: N to M = at least one shot per longest clip, at most one per shortest (minShotsForScene / maxShotsForScene; up to M when the floor is 1, exactly N when floor equals cap). allocateSceneShots first splits any shot holding more speech than the longest clip can carry (splitOverfullShots, between lines, same setup), then spreads the label over the returned shots with allocateClipDurations on the model grid (a lone shot takes the whole label; a residual the grid cannot reach lands on the last shot) and clamps every shot to the model's longest clip — a pass that sends too few shots leaves the scene short, never ending on a 14-minute "clip". No film-wide target enters the run — sequences.targetDurationSeconds steers Enhance and the credit estimate only. attachShotLists rebuilds each scene's originalScript.dialogue from the shots with every line stamped shotNumber; dialogueForShot hands each clip only its own lines. Failure — no payload, or a scene the pass omits — fails the run: a one-shot fallback would silently leave scenes on the regex preview, which is empty for prose. deriveShots assembles visual/motion prompts from scene continuity + shot specs for every clip of a 2+ shot scene (#1517, see Phases 3–4); a 1-shot scene still takes the existing LLM prompt path, byte-identical. Stage 1 still renders one video clip per shot (no in-clip packing).
  4. reconcile-shots / persist-scenes — reconcile stamps the title + workflow and assembles the result (scenes, shotMapping concatenated from the batches); persist-scenes is the replay-safe re-upsert of the final scene set + shot links (idempotent on (sceneId, shotNumber)), trimming orphan tail rows if a re-analyze produced fewer scenes. It seeds the split script versions and rewrites their content and narrative in place (updateSplitContent); on a re-analysis a scene whose selected script is a user edit keeps that text and takes the new narrative as a new split version on top (#1600).
  5. deduct-llm-credits-scene-splitting / deduct-llm-credits-scene-bibles / deduct-llm-credits-scene-shot-list — one credit deduction per LLM call
  • Prompts: phase/scene-splitting-boundaries-chat + phase/scene-bibles-chat + phase/scene-shot-list-chat
  • Variables: { aspectRatio, script, elements } (script is sanitized and line-guttered); shot-list gets { scenes, style, characters } (formatted slices with their duration: + shots: budget lines, director style, the cast list with voice-only entries marked)
  • Response schemas: sceneSplitScenesResultSchema + sceneSplitBiblesResultSchema + shotListPassResultSchema — all under the ~3KB Anthropic strict-output grammar budget enforced by response-schema-budget.test.ts
  • Output: { scenes[], title, shotMapping[], characterBible[], locationBible[], elementBible[] } — shotMapping maps each analysis shot (analysisSceneId + shotNumber) to shotId/frameId used throughout remaining phases. A 1-shot scene still has exactly one mapping row.

Phase 2: Casting Characters & Locations (Parallel Sub-Workflows)

After scene splitting, two child workflows run in parallel via Promise.all over spawnAndAwaitChild(...):

Talent Matching Workflow (src/cast/server/workflows/talent-matching-workflow.ts):

Bibles already exist from Phase 1. This workflow only matches.

  1. Uses input.characterBible from scene-split (no character-extraction LLM), minus voice-only entries (#1585): a narrator has no face to cast, so it is never offered to the matcher, and build-matches drops any match that names one
  2. Talent matching (skipped if no suggestedTalentIds):
    • Loads talent records from DB by IDs
    • LLM matches characters to talent
    • Deduplicates matches (each talent/character used once), emits generation.talent:matched
  3. Returns: { characterBible, matches: talentCharacterMatches }

Location Matching Workflow (src/cast/server/workflows/location-matching-workflow.ts):

  1. Uses input.locationBible from scene-split (no location-extraction LLM)
  2. Location matching (skipped if no suggestedLocationIds):
    • Loads library locations from DB by IDs
    • LLM matches locations to library entries (requires confidence >= 0.5)
    • Deduplicates matches, emits generation.location:matched
  3. Returns: { locationBible, matches: libraryLocationMatches }

Phase 3: References & Prompts (Parallel Sub-Workflows)

Three child workflows spawned in parallel via Promise.all over spawnAndAwaitChild(...):

Character Bible Workflow (src/cast/server/workflows/character-bible-workflow.ts):

  • Creates the characters DB rows (upsert on (sequenceId, characterId); the Script stage already made them sheet-less). The bible lands as a character_bible_versions row (#1600), appended only when a field moved, so a replay adds no history
  • Generates a reference sheet image for each on-screen character (one CharacterSheetWorkflow child per character, in parallel); a failed child leaves that row failed and the sequence stays at Casting so Generate can retry the misses (Generate 1 / 3 references, #1727)
  • A voice-only character (#1585) gets no child: its row is created completed with no sheet version, it is left out of the billed sheet count, and it never reaches the still prompt or the reference images. The motion prompt still sees it, for delivery
  • Uses talent match images as reference when available
  • Claims each sheet before spawning its child (claim-character-sheet-<n>, characters.claimSheet) and stamps the child with the sheet's input hash, computed from the cast bible the row holds, so a pipeline sheet is tracked like a regenerated one (#1113). The child also carries the bible version the row landed on (bibleVersionId, #1600), taken from the create-character-records result. A bible edit while the child runs revokes the claim and the sheet parks as divergent — see Sheet claims below
  • Uploads sheets to R2 storage
  • Makes a voice for each speaking character with voices on (one CharacterVoiceWorkflow child each, src/cast/server/workflows/character-voice-workflow.ts; also triggered by Generate on the character card). The provider is chosen when the child is triggered (newVoiceProvider, carried as voiceProvider): ElevenLabs runs one Voice Design call and saves the top preview as a voice; Seed (#1765) has an LLM write a three-part range script, then records takes range reads side by side (seed-range-read-<n>, one step each). Each read is transcribed and checked against the script (recordCheckedTake), cut into normal / quiet / loud clips, isolated and stored in R2 inside its own step, so only { url, path } crosses. A read that fails the check is retried by its step, and a take that still fails is dropped. The voice is the first take that passed, and the run fails only when none do. Each take is billed as three ledger lines: Seed Audio, Scribe and isolation. See docs/architecture/seed-voices.md

Location Bible Workflow (src/cast/server/workflows/location-bible-workflow.ts):

  • Inserts location records into DB from location bible; each bible lands as a location_bible_versions row (#1600), and the child carries it as bibleVersionId
  • Generates establishing-shot reference images for each location (parallel)
  • Uses library location reference images when matched
  • Claims each reference (claim-location-sheet-<n>) and stamps the child with its input hash, including the matched library location's reference hash (#1113)
  • Uploads to R2 storage, updates DB

Sheet claims (#1113) — every sheet workflow (CharacterSheetWorkflow, LocationSheetWorkflow, LibraryTalentSheetWorkflow, LibraryLocationSheetWorkflow) lands through a claim its trigger took (the bible workflows, the regenerate and recast server fns, the library talent/location funnels). The payload carries the claim id (sheetVersionId, referenceVersionId, sheetId, referenceClaimId). A character or sequence-location sheet payload also carries bibleVersionId (#1600): the bible version its metadata was read from, stamped on the version row the run lands, promoted or parked. A payload queued before #1600 has none and stamps null. The final write (reconcile-database, reconcile-create-sheet, update-location-preview) promotes only while the claim still names the run; otherwise the result parks as a divergent variant, generation.stale:detected fires, and the live sheet is untouched. A parked library talent sheet skips the headshot crop. Edits to a sheet's inputs, a recast or relink, a cast talent's sheet or description change, and a style change revoke claims; there is no write-time hash recompute. onFailure clears only the run's own claim. A run queued before #1113 has no claim id and lands unconditionally. The library location preview is stored under a unique name per run so a parked run cannot overwrite the live reference's bytes.

Shot prompts (#1923). Analysis writes each shot's spec and derives the still and motion text in persist-shot-specs (deriveStillPrompt / deriveMotionPrompt). There is no visual-prompt or motion-prompt LLM. A later Rebuild writes the same derived text from the selected spec. Rewrite shot is the one prompt-side LLM: it refills that shot's spec, then rebuilds the text. The prompt hash includes the spec's canonical content when the digest kind is current, so a spec edit stales the prompts and a still re-render does not.

Phase 4: Frame Images, then Motion/Music Prompts (Sequential)

Frame images render before music design. Motion text is already derived from the shot spec, so it does not wait on the still. Music has no image dependency; it still runs in the motion-and-music child after the stills.

Shot Images Workflow (src/stills/server/workflows/shot-images-workflow.ts):

  1. Builds per-scene character and location reference maps
  2. For each scene, generates images with each selected model in parallel (one spawnAndAwaitChild per scene × model, gathered with Promise.allSettled):
    • Spawns the ImageWorkflow child (binding IMAGE_WORKFLOW) per scene per model
    • After each image completes, fires the shot-grid variant generation via triggerWorkflow('/variant-image', …) (fire-and-forget; its progress is tracked on frame.variantImageStatus). Every grid trigger passes tileHashInput (the prompt + reference-sheet hashes the grid is generated against); ShotVariantWorkflow hashes it under the upscale model (tileInputHash) and stamps the sheet, and selectShotVariantFn copies that stamp onto the picked tile, so a tile reads stale after a prompt edit like any other still (#712)
  3. Returns { imageUrls } — primary model's URL per scene. The primary still is persisted to frame.thumbnailUrl, which the motion-prompt pass reads next.

Motion + Music Prompts Workflow (src/motion/server/workflows/motion-music-prompts-workflow.ts):

  1. Music summaries — Music does not use snapped durations: its scene summaries come from musicSceneSummariesFromAnalysis, one row per scene with that scene's shot durations summed and no visual prompt. Verify, regenerate and Update all rebuild them from those rows with musicSceneSummariesFromRows (#1783).
  2. Music only — MusicPromptWorkflow is the one LLM call. Motion maps come back empty. The motion text was written with the spec in persist-shot-specs.
  3. Merge — Joins the music design onto the scenes that already carry visual prompts.
  4. Returns: { completeScenes, musicPrompt, musicTags }

Phase 4b: Dialogue Audio (Conditional)

Sub-workflow: DialogueAudioWorkflow (src/motion/server/workflows/dialogue-audio-workflow.ts), one spawnAndAwaitChild after images and before motion. Runs only for scenes whose speakers hold a voiceId (#1554) — an ElevenLabs voice, recorded by Text to Dialogue, or a seed: voice (#1765), recorded by Seed Audio (generateSeedDialogueSpeech, see docs/architecture/seed-voices.md); a line bound to an uploaded audio element or opted out to the video model is skipped. Scenes record concurrently. A scene that fails is logged and does not fail the stage: the scenes that recorded keep their clips, and the failed scene's shots have none, so motion records them itself (see "Motion's fallback") and fails just those shots with the reason.

Record wide, keep narrow (#1657). Text to Dialogue acts the turns it is given against each other, so a shot recorded alone is a cold read of a reply the model never heard: the call speaks the scene's whole conversation. What is kept is narrow, so one edit disturbs one shot — only shots whose working-set clip no longer matches their lines adopt the new audio; the rest keep the section they had and nothing of theirs goes stale (generateDialogueSpeech, src/motion/server/generate-dialogue-speech.ts):

  • The lines come from the shot, not the script and not a scene list: shot_dialogue_versions holds them per shot (append-only, one selected row). The shot-list pass seeds a prompt row per shot at scene split; a line edit appends user-edit for that one shot, so it cannot drop a concurrent edit to another; a shot with no row yet is derived from its scene's script by deriveShotDialogueLines. The conversation is assembled at use — shot order, then line order within the shot (sceneConversation) — so a shot reorder needs nothing restamped. A continue records through the Update-all executor (#1818), whose plan resolves each target's lines at the click, so an edit made while the run was stopped is what gets recorded.
  • Who adopts. Per scene, the prepare step reads the shots through the existing hatch scopedDb.liveRead.shots.getByIds and asks matchingDialogueClips which voiced shots hold no clip for their lines — those are adoptShotIds. None → the scene is reused and no call is made.
  • One index. A turn's index is shot-relative, which is what lets every #1554/#1651 helper (dialogueClipSourceKey, matchingDialogueClips, spokenLinesFor, withSpokenText, the rewrite merge) work unchanged on one shot's lines. A turn's place in the conversation is its array position, never stored.
  • Chunking. A conversation over DIALOGUE_TAKE_CHUNK_CHARS (2000 characters of ttsUtterance text, ElevenLabs' reliability line for v3) is split at a shot boundary, never inside a shot (chunkTakeLines). Each chunk is its own speech — nothing is joined — and only chunks that contain an adopting shot are recorded. A chunk also breaks where the voice provider changes (a Seed voice and an ElevenLabs voice never share a call), and a Seed chunk where a fourth speaker would join (Seed takes one voice clip per speaker, three at most) or past 1,000 line characters.
  • Bytes never cross a step (#1645). generateDialogueSpeechCall decodes the response, measures each shot's window, uploads the WHOLE WAV once inside its step.do, and returns only { speechId, storageKey, url, durationSeconds, characterCount, turns, windows, charges } (charges: one ledger line per provider, so a Seed call's Scribe pass is billed as ElevenLabs spend). generateSeedDialogueSpeech returns the same record. There is no read-back or assemble step.
  • Section boundaries. The silence between two turns belongs to the shot that is about to speak, so a window starts where the previous shot stopped speaking and runs to the next shot's first word (shotSliceWindows). Its tail is measured once, here (trimmedEndSeconds, in place, no copy) and stored as the section's toSeconds.
  • The cut is a cache. One step.do per adopting shot calls cutAudioSection (src/motion/server/cut-audio-section.ts), which never loads the speech: a 4 KiB ranged read parses the WAV header, the body is a ranged R2 stream (readStorageStream), padding to the provider floor is appended as zeros, and the whole is a FixedLengthStream because r2.put rejects an unknown length. The key is deterministic (<speechId>_<fromMs>_<toMs>_<minMs>.wav), so an existing file is returned as-is and a replay costs nothing.
  • A packed clip sends one longer section (#1794). Neighbouring sections can overlap: a section ends on its last loud sample, and the next starts at the previous shot's last word as the transcript timed it. Sent side by side, a multi-shot clip would play the overlap twice and count it twice against the model's combined audio cap (H3 Max: 15s). So MotionWorkflow joins consecutive member clips from one speech in a cut-spanning-section step (cutSpanningSection): one longer section of the speech, from the first member's start to the last member's end, never longer than the speech. It reads each section by the clip id on the payload through scopedDb.claims.shotDialogue.getSectionById. Only the audio on the wire changes; each member keeps its own clip, and the manifest still names each member's clip ids.
  • Persistence. One persist step: scopedDb.shotDialogue.appendSpeech(...) per recorded chunk writes the dialogue_speeches row and a shot_dialogue_sections row for EVERY shot the call spoke — selected with source: 'generated' for the adopting shots, unselected with source: 'context' for the rest — then shots.setAudioClips(shotId, [clip]) for the adopted shots only. Ids are generated inside the step and both inserts are onConflictDoNothing, so a replay is idempotent. The clip's id is the section's id and it stamps speechId. Picking another reading — older, or a context one — is the same selectSection (selectShotDialogueSectionFn), which re-cuts and puts that clip back on the one shot.
  • What a shot says. Every trigger resolves a shot's lines through shotDialogueResolver (selected shot_dialogue_versions row → a pre-#1657 prompt row's copy → the script) and puts THAT into the payload's motionPrompt.dialogue and voicedLines (and, for a motion-prompt run, dialogue) — never the prompt row's own copy, and never the motion-prompt LLM's dialogue output. A run cannot read the node: the storyboard batch resolves from dialogueLinesByShotId on its payload, and Update Stale snapshots dialogue and dialogueContext on each plan target at click time. The render stamps dialogueKey on the clip manifest — every line its prompt quoted, on an audio-capable model — so an edit to any line, voiced or not, re-stales the clip.
  • On demand. regenerateShotDialogueFn ("Regenerate dialogue" in a shot's readings list) triggers DialogueAudioWorkflow directly with one scene job whose forceAdoptShotIds names the shot (every voiced shot with scope: 'scene', plus any shot a voice change dated), so it adopts a new reading even though its clip still matches. The run owns its reservation.
  • Once per scene, outside the pipeline too. MotionBatchWorkflow (recordScenesOnce) and UpdateStaleShotsWorkflow spawn DialogueAudioWorkflow over dialogueSpeech.scenes from their payload/plan BEFORE fanning out, then hand each child its clip (attachSpeechClips) — or, in Update Stale, let prepare-video read it live. A payload queued before #1913 carries the scenes as dialogueRecording; both read it as a fallback. Update Stale gates it on balance first (gate-dialogue-audio) and skips it when short. Update Stale reports it per target (dialogueTargetOutcome, #1740): a target with audio counts in dialogues; a dialogue-only target without it is a dialogue failure; a target with a video render records itself at prepare-video instead.
  • Claims. generateDialogueSpeech opens with a claim step (shot_dialogue_claims), records only for the shots it claimed, promotes through appendSpeech (pointer + shots.audioClips + claim completion in one guarded transaction), and runs fail-claims before rethrowing. It returns clips for PROMOTED shots only.
  • A line at the mic (#1802). DialogueTakeWorkflow (src/motion/server/workflows/dialogue-take-workflow.ts, trigger /dialogue-take, from recordShotDialogueLineFn) is the same claim → record → cut → appendSpeech lifecycle for one shot. Its one recording step (recordDialogueTake) turns the user's take into the speaker's voice — ElevenLabs Voice Changer, or Seed Audio with the take as a delivery reference — and splices it into the shot's current reading (snapshotted on the payload as base), then lands it as a mic reading. It refuses a result over dialogueFitBudget's limit rather than rewriting the user's words, and charges only after that check. The fn refuses a silent take, a shot with a live dialogue claim, and a take that cannot fit before reserving credits; a run that still finds no claim fails visibly. Record is hidden behind MIC_TAKES_ENABLED until the Seed prompt is reliable.
  • Motion's fallback. A shot whose clip is missing or no longer matches gets dialogueContext on its MotionWorkflowInput at the trigger (contextWindow: its own turns plus whole neighbouring shots, grown outward under the chunk limit). MotionWorkflow hands that to the same generateDialogueSpeech with adoptShotIds: [shotId] — it records the window and keeps only its own shot.

Fitting the section to the clip (#1651). ElevenLabs v3 takes no target or maximum duration, so the length is discovered rather than requested. The ladder checks only the adopting shots: a section whose padded length is over its shot's limit sends THAT shot's turns to the rewrite (shortenDialogueLines, src/motion/server/fit-dialogue-clip.ts) and the chunk is re-recorded, because the other shots' delivery is not independent of it. Only the final attempt's speeches get rows:

  1. convertWithTimestamps (not convert) returns the speech plus per-turn voice segments (the character alignment is never read). trimmedEndSeconds pulls the section's end back to whichever is LATER of the last audible sample and the end of the shot's last voice segment — so a segment that under-reports cannot clip a word, and a noise floor that never dips cannot keep a tail the segment says is silent. It measures in place and moves a number, not bytes; the pad up to the provider floor is added later, at cut time.
  2. Still over: an LLM (phase/shorten-dialogue-chat) tightens the turns to the shot's word budget (DIALOGUE_WORDS_PER_SECOND, ~30 words for 15s) and the chunk is re-recorded. Bounded by MAX_DIALOGUE_FIT_ATTEMPTS (2), each pass billing another TTS call. The rewrite is merged by turn index, so a model that drops or invents a turn cannot change who speaks or with whose voice — the worst it does is leave a line as it was, which stops the loop.
  3. Still over: the shot fails here with the measured numbers. It is never submitted — a provider that refuses a 15.4s reference reports it as an opaque request error minutes later, on a render the user paid for.

There is deliberately no time-compression rung: speeding speech up alters the performance the user cast, and a pitch-preserving stretch in workerd would be ours to write and tune.

Two budgets, from dialogueFitBudget. limitSeconds is the refusal line — dialogueAudioMaxSeconds(videoModels) (the tightest of each model's reference-audio window and its longest grid clip) minus DIALOGUE_FIT_SLACK_SECONDS (0.2), which is where H3 Max's 14.8s comes from; the slack covers trailing silence, encoder padding and provider rounding, none of which the end of the shot's last voice segment measures. targetSeconds is what a rewrite aims at: the shot's own length when shorter, so the reading fits the cut instead of stretching it. Speech between the two is kept rather than rewritten — raiseShotDurationToCoverAudio extends the clip, a pacing cost, not a broken render.

The delivered wording, not the authored wording, drives the prompt. A rewritten reading records its per-turn text on the section and its clip as spokenLines (and on the speech's turn as spokenText); sourceKey still keys the lines as authored, so matching, staleness and the manifest's audioSourceKey do not move and nothing re-records. MotionWorkflow reads it back with withSpokenText before assembling, because the prompt's dialogue drives lip movement and has to say what the bound audio says. The user's script in frame.metadata is left as they wrote it.

The shot-list pass is the prevention half: its Dialogue rules give each shot a words-per-second placement budget and tell it to spread a long conversation across more shots rather than stacking it onto one short one. The prompt is advice the model can ignore, so allocateSceneShots enforces it (splitOverfullShots): a shot holding more words than the longest clip's budget is split between lines into back-to-back shots on the same setup. A single line is never cut.

Phase 5: Motion + Music Generation (Conditional)

Sub-workflow: motionBatchWorkflow (src/motion/server/workflows/motion-batch-workflow.ts)

Only runs if the run's stopAt includes motion, a video model is set, and images were generated. A single orchestrator handles: The music track rides along when the stop is Music and the Music switch (includeMusic, snapshotted on the payload by the launcher) is on — the scenes' musicDesign.presence no longer gates it.

  1. Parallel generation — All frame motion child workflows + the optional music workflow spawned simultaneously (spawnAndAwaitChild under Promise.all)
  2. Collect video URLs — Reads from DB (authoritative ordering by orderIndex)

Each motion child bills after its upload (#1845). MotionWorkflow runs upload-to-storage before deduct-credits, the order StudioGenerationWorkflow uses (#1844): a clip that never lands in R2 fails the run before the charge, and the reservation is zeroed instead. The upload is a plain streamed copy; there is no theatre remux at ingest any more.

Ark draft mode (#1756). With sequences.draftMotion on, every motion payload carries draft: true and a Seedance 2.5 clip on the BytePlus via renders at 480p with Ark's draft flag; MotionWorkflow stamps the Ark task id on the version (stamp-draft-task). "Render at quality" (renderShotAtQualityFn / renderSequenceDraftsAtQualityFn → renderDraftAtQuality) triggers /motion directly with finalFromDraft: { taskId, renderSegmentId, manifest } and its own reservation: the run opens a 1080p version on the draft's segment with the draft's manifest, skips dialogue (by omission: the payload carries no voicedLines, so never snapshot them onto a final), ingest and the content rescue, submits only the task id (submitBytePlusFinalRender), and promotes it like any primary render. A content refusal on a final is terminal after one poll (same seed, same assets) and a draft never swaps to the Grok fallback (the user picks another model). One run per segment, and one hold plus one instance per (draft, attempt): the reservation idempotencyKey and the trigger deduplicationId are both motion-final-<versionId>-<sibling count>. The id expires seven days after the draft. A studio edit (#1925) is an ordinary /studio run in mode: 'edit' whose input carries sourceVideoUrl (the clip Ark rewrites) and sourceAssetId (the history chain); it ingests no stills. StudioGenerationWorkflow has the same finalFromDraftTaskId shape: renderStudioAssetAtQuality opens a NEW studio row from the draft's input at 1080p and the run skips ingest and stamps no draftTaskId. MotionBatchWorkflow's Ark pool admission budgets arkStillsToRegister (start frames and person sheets — what ingest actually creates), not every reference URL. See docs/architecture/byteplus-ark.md.

Image status is the newest primary row (#1942). ImageWorkflow opens its frame_variants row in set-generating-status with isPrimary: !variantOnly (a claimed row got isPrimary: true from its trigger); that row's lifecycle is the shot's imageStatus / imageError on every read (readinessImageStatus), so no step writes a status onto the frame. onFailure fails the run's rows (and the trigger's claim row by targetVariantId), and records a failed primary row when the run died before opening one; that row's id is minted at the run's trigger time, so a run clicked since stays newer. ReplaceElementWorkflow opens each affected shot's primary row up front (open-image-claim-<i>, one insert per step) and hands it to the child as targetVariantId. A child that never picked its claim up is failed (failUnclaimed, pending only; a child still rendering after the await times out owns its row), and the parent's onFailure fails every claim still carrying its run id. UpscaleShotVariantWorkflow fails its framing row with isPrimary: false (the old still is still good) and emits upscaleError, which the client toasts. The cron reap of a dead framing row does the same flip.

Music lands through a claim (#1115). Each MusicWorkflow child opens its sequence_music_variants row in its first step (open-music-variant): the primary model (audioModels[0]) takes the sequence's claim with it (claimMusic, last kickoff wins), the other models open isPrimary: false rows that never touch the pointer. A run a trigger started (generate, smart retry, update-stale) adopts the row the trigger opened with its claim (variantId → stampMusicRun). complete-music-variant lands the track and moves sequences.selectedMusicVariantId only while the claim still names the row; a moved claim parks it (divergedAt) and the run emits generation.stale:detected. onFailure fails the run's pending row and clears the claim only while it names it (failMusicClaim). The sequence's musicUrl / musicStatus / musicPrompt … are projected on every read from the selected track, the newest primary row and the selected prompt version — nothing writes them. A failed MusicPromptWorkflow fails the track claim its parent took (musicVariantId) or records a failed track row.

There is no merge step: the clips stay separate rows. The player stitches them client-side (src/motion/ui/packed-playback.ts), and a single MP4 is produced only on demand by POST /api/v1/sequences/$id/exports → SequenceExportWorkflow → the video-export Container (production-only).

Final: Return

Returns the completeScenes array.

Data Flow: Scene Object Accumulation

Each phase enriches the Scene object. The frame's metadata column is updated after visual prompts to persist intermediate results. Phase 1 creates frames progressively during streaming and triggers preview images for instant feedback.

Scene type fields (from src/shots/scene-analysis.schema.ts):

FieldAdded ByNotes
sceneIdPhase 1Required, unique
sceneNumberPhase 1Required, 1-indexed
originalScriptPhase 1{ extract, dialogue }
metadataPhase 1{ title, durationSeconds, location, timeOfDay, storyBeat }
continuityPhase 1{ characterTags, environmentTag, colorPalette, lightingSetup, styleTag }
prompts.visualPhase 3{ fullPrompt, negativePrompt } — components is no longer LLM output
prompts.motionPhase 4{ fullPrompt } — components/parameters are no longer LLM output
musicDesignPhase 4{ presence, style, mood, atmosphere }
sourceImageUrlOptionalURL of generated or uploaded source image

Real-Time Events

Events emitted on a per-sequence realtime channel (getGenerationChannel(sequenceId), a RealtimeChannel Durable Object). Every emit is persisted for history replay, so payloads carry ids and small strings only; a /history replay is bounded by rows and bytes (#1811).

Realtime requires the enable_request_signal compatibility flag in wrangler.jsonc (inherited by production and test). /api/realtime listens for request cancellation to clear its heartbeat, release the write queue, and abort its upstream Durable Object subscriptions. Cloudflare does not enable this signal by compatibility date alone. Without the flag, closed browser connections can retain subscribers and timers indefinitely, even with bounded queues and history. Node stream mocks do not exercise this runtime behavior: verify disconnect cleanup over real HTTP in Workerd. See Cloudflare's request cancellation documentation.

EventWhen EmittedPayload
generation.phase:startBefore each LLM call or generation phase{ phase, phaseName }
generation.phase:completeAfter each phase completes{ phase }
generation.poster:readyStoryboard workflow — after poster generated{ posterUrl }
generation.scene:newPhase 1 — progressively as scenes stream in{ sceneId, sceneNumber, title, scriptExtract, durationSeconds }
generation.scene:updatedPhase 1 — as scene metadata updates during stream{ sceneId, sceneNumber, title, scriptExtract, durationSeconds }
generation.updatedPhase 1 — after title detected in stream{ title }
generation.shot:createdPhase 1 — progressively as shots are upserted{ shotId, sceneId, orderIndex }
generation.shot:updatedAfter a prompt version or dialogue clip is written{ shotId, updateType } (ids only; the client refetches, #1811)
generation.talent:matchedPhase 2 — when talent matched to characters{ matches: [{ characterId, characterName, talentId, talentName }] }
generation.talent:unmatchedPhase 2 — unused talent after matching{ unusedTalentIds, unusedTalentNames }
generation.location:matchedPhase 2 — when locations matched to library{ matches: [{ locationId, locationName, libraryLocationId, ... }] }
generation.image:progressImage workflow — generating/completed/failed{ frameId, status, thumbnailUrl? }
generation.variant-image:progressVariant workflow — generating/completed/failed{ frameId, status, variantImageUrl? }
generation.video:progressMotion workflow — generating/completed/failed{ frameId, status, videoUrl? }
generation.audio:progressMusic workflow — generating/completed/failed{ status, audioUrl?, model?, primary? } (primary: false = added model)
generation.character-sheet:progressCharacter bible — per character{ characterId, status, sheetImageUrl? }
generation.location-sheet:progressLocation bible — per location{ locationId, status, referenceImageUrl? }
generation.recast:startRecast character — before regenerating frames{ characterId, frameCount }
generation.recast:completeRecast character — all frames regenerated{ characterId, successCount, failedCount }
generation.recast:failedRecast character — on failure{ characterId, error }
generation.recast-location:startRecast location — before regenerating frames{ locationId, frameCount }
generation.recast-location:completeRecast location — all frames regenerated{ locationId, successCount, failedCount }
generation.recast-location:failedRecast location — on failure{ locationId, error }
generation.errorOn non-fatal workflow error{ message, phase? }
generation.failedOn workflow failure{ message }
generation.completeStoryboard workflow — after everything finishes{ sequenceId }

Error Handling

Failure Handling (onFailure)

Every workflow extends OpenStoryWorkflowEntrypoint (src/platform/server/workflow/base-workflow.ts), which wraps the workflow body: when runImpl throws, the base class builds a ScopedDb from the payload and invokes the subclass-supplied onFailure({ event, error, scopedDb }). The analyze-script onFailure:

  1. Sanitizes the error via sanitizeFailResponse() — extracts inner errors from nested failure wrappers, maps known Cloudflare error codes (e.g., 1102 → "Worker exceeded memory limit"), and truncates messages over 500 characters
  2. Updates sequence status to 'failed' with the error message
  3. Emits generation.failed with the sanitized error

The base class deliberately skips onFailure when the engine aborts mid-run (a transient state the instance resumes from), so it doesn't mark user-facing rows failed for a retry that will succeed.

Child workflows (image, motion, music, character bible, location bible, talent matching, location matching, frame-images, motion-batch) each implement their own onFailure that updates the relevant record's status to 'failed'.

BytePlus ACR leases (#1361, #1531). MotionWorkflow and StudioGenerationWorkflow lease every still they register on Ark under an owner of motion:<instanceId> / studio:<instanceId> (assetLeaseOwner). Both release by that owner on success (step release-byteplus-asset-leases, whichever via the clip finally rendered on; a release that exhausts its retries is logged, never fails the rendered clip) and at the end of onFailure (inside the base class's retried emit-failure step), via scopedDb.bytePlusAssets.releaseOwner. That drops the run's own leases and any reservation it never finalized; another run's lease on the same still is untouched. A batch parent never releases for its children. Every claim and finalize renews all of the run's leases, so a still leased early cannot expire while a later still waits. A miss is a byteplus_assets row with NULL assetId (counts against capacity); another run for that still gets pending and the claim step retries. A full leased pool is NonRetryableError — it does not wait out the TTL. Abandoned reservations are takeable after the 45-minute TTL. Ingest per still is -url (fal key + fetchable URL) → -claim (the only retried-for-minutes step) → -evict (an already-deleted asset counts as done) → -slot → -wait → -create. Motion's parents (motion-batch, update-stale-shots) await a motion child for 90 minutes, and analyze-script awaits motion-batch for 120.

Content soften and refused audio (#1373, #1773). After the reseeds, the rescue attempt of a single-shot clip softens only motionPrompt.fullPrompt (the prose) — never the assembled prompt — and re-assembles the retry with buildMotionShotPrompt, so the dialogue block, audio trailer and scene header are re-added, not rewritten. The softened version stores that prose with the version's audio; dialogue stays on the shot's dialogue node. A packed multi-shot clip still softens its assembled prompt. When the clip was sent reference audio (a dialogue reading or an audio element) and the rejection names the input audio (flaggedInputs(...).inputAudio: a body.audio… field, Ark's InputAudioSensitiveContentDetected, or a message naming the input/reference audio), the rescue is skipped — no soften, no model fallback — and the terminal message names the generated dialogue and says what to change.

User edits land at the click (#1786). A prompt typed into Regenerate is written as a user-edit version by the trigger, not by the run: prepareShotImageWorkflowInput for stills and generateShotMotion (src/motion/server/shot-motion-generation.ts, behind generateShotMotionFn and MCP generate_shot_video) for clips. The payload pins that row's id (promptVersionId, motionPromptVersionId), so a run that reaches its first write minutes later cannot override a newer edit. New triggers never set userEditProvenance. A run queued before this deploy still carries it (with userEditText and priorMotion), and ImageWorkflow, MotionBatchWorkflow and MotionWorkflow still write that edit in-run, since nothing else holds the typed text (PreClickEditPayload). Drop the fields once no such run can be in flight.

Rescue rewrites land through the promote claim (#1786). A softened or shortened motion version, and an image run's softened visual version (persistSoftenedPromptVersion), are appended to history unselected: selecting mid-run would override an edit the user made meanwhile and cancel a prompt regeneration they queued. The rewrite reaches the selection with its render instead. A still carries it when it wins its claim, because selecting a still restores its linked prompt. A primary clip carries it in update-shot: persistMotionCompletion promotes through videoVariants.selectIfPendingPromoteIs, one guarded UPDATE that moves the segment's pointer only while this version still holds pendingPromoteVersionId. It then calls shotPromptVersions.selectIfSelectionIs, which swaps the prompt pointer only while the shot still points at the version the run started from (rescuedMotionPromptOf) and no prompt regeneration is queued. A newer kickoff or a manual pick wins, and so do a prompt edit and a queued regeneration. Both promotes treat a consumed claim with the pointer already on their version as a win, so a retried update-shot or image promote step does not drop its render to history. The image model fallback appends the Grok row in switch-to-fallback-model (the append is its last write, so a retry never adds a second row), then hand-claim-to-fallback moves the claim with frames.movePendingPromoteVersionIdIf, only while the original row still holds it.

Prompt-length recovery (#1754). MotionWorkflow never truncates a prompt. When a via that documents a hard ceiling refuses one — our own PromptTooLongError thrown before the request, or the provider's 422, both classified by isPromptTooLongError — the submit step returns a tooLong sentinel instead of throwing. That sentinel does not join the content-rejection reseed ladder (reseeding the same prompt cannot shorten it): the loop calls shortenOverlongMotionPrompt once under videoPromptHardLimit(model), appends the rewrite as a shortened shot prompt version (unselected, and the in-flight clip's manifest is repointed at it via writeRescuedMotionPrompt — the same helper the #1373 content soften uses), and resubmits. One rewrite per run; a second refusal is a NonRetryableError naming both numbers, because a shot that still will not fit is the user's to shorten.

Retry Strategy

Under Cloudflare Workflows, retries are configured per step.do() (and on the workflow class), not on the trigger — the legacy retries/retryDelay options on triggerWorkflow() are accepted for back-compat but are no-ops.

LevelRetriesBackoff
Individual step.do() stepsengine defaultManaged by the Workflows engine
LLM-call steps (durableLLMCallCf)via step.doEngine-managed
Child workflows (spawnAndAwaitChild)own step budgetAwaited with a timeout; the child retries its own steps
Ark still claim (<prefix>-ark-<n>-claim)40 × 30sConstant — waits out another run's create; a full leased pool fails immediately

Per-scene fan-out (image, variant, motion) uses Promise.allSettled over spawnAndAwaitChild, so one scene's failure or timeout doesn't kill the rest of the batch — failures are collected and surfaced as a single error. Dialogue audio is the exception: its failed scenes are logged, not raised, because motion records those shots again (Phase 4b).

Cloudflare Workflows Durability

  • Each step.do() step is checkpointed by the Workflows engine. The workflow body replays from the top on every step callback; already-completed steps return their persisted result instead of re-executing, so on failure or restart execution effectively resumes from the last completed step. (This is why steps must be idempotent and why large blobs shouldn't be returned across a step boundary.)
  • spawnAndAwaitChild() starts a child workflow instance (its own binding.create()) and awaits its result via a wake event (waitForEvent). The child is durable independently of the parent.
  • No application-level concurrency gating — fal queues submissions server-side (IN_QUEUE doesn't count toward the cap, jobs are never rejected), and OpenRouter handles its own rate limits. (A past QStash-era attempt at gating via flowControl produced ghost slot leaks on cancel and PR-preview cross-contamination; see #725. Cloudflare Workflows likewise has no app-level gate.)

Key Files Reference

FilePurpose
src/sequences/sequences.fn.tsServer functions that trigger the pipeline
src/platform/server/workflow/client.tstriggerWorkflow() — resolves binding + binding.create()
src/platform/server/workflow/trigger-bindings.tsTRIGGER_TO_BINDING — maps trigger path → Workflows binding
src/platform/server/workflow/base-workflow.tsOpenStoryWorkflowEntrypoint — base class, onFailure, ScopedDb
src/platform/server/workflow/await-child.tsspawnAndAwaitChild() — parent→child fan-out + await
src/motion/server/render-at-quality.tsArk draft → 1080p final: opens the run with finalFromDraft (#1756)
src/models/server/byteplus-final-render.tsPosts the draft_task body Ark renders the final from
src/models/server/llm-call-helper.tsdurableLLMCallCf / durableStreamingLLMCallCf
src/sequences/server/workflows/storyboard-workflow.tsWrapper: verify, clear, poster, spawn analyze-script
src/sequences/server/workflows/analyze-script-workflow.tsCore orchestration (phases 1-5)
src/sequences/server/workflows/scene-split-workflow.tsPhase 1: scenes + bibles in parallel, then streamed shot lists
src/sequences/boundary-split.tsAnchor resolution + verbatim script slicing
src/sequences/tag-reconcile.tsCanonicalize scene continuity tags onto bible tags after the join
src/sequences/server/streaming-scene-parser.tsIncremental JSON parser for the boundary-annotation stream
src/platform/server/workflow/sanitize-fail-response.tsError message extraction + Cloudflare error-code mapping
src/shots/server/db/frames.tsScoped-db frame methods (createFramesMethods)
Extraction + Matching
src/cast/server/workflows/talent-matching-workflow.tsTalent matching against Phase 1 character bible
src/cast/server/workflows/location-matching-workflow.tsLocation matching against Phase 1 location bible
Reference Generation
src/cast/server/workflows/character-bible-workflow.tsCharacter sheet generation (parallel per character)
src/cast/server/workflows/character-sheet-workflow.tsSingle character sheet image generation
src/cast/server/workflows/location-bible-workflow.tsLocation sheet generation (parallel per location)
src/cast/server/workflows/location-sheet-workflow.tsSingle location reference image generation
Prompt Generation
src/shots/server/persist-shot-spec.tsFirst spec + derived still and motion prompts
src/shots/server/rebuild-shot-prompts.tsRebuild derived prompts from the selected spec
src/shots/server/workflows/shot-spec-rewrite-workflow.tsRewrite shot: one LLM call refills the spec, then rebuilds
src/motion/server/workflows/motion-music-prompts-workflow.tsMusic design only
src/audio/server/workflows/music-prompt-workflow.tsMusic design LLM call
Image Generation
src/stills/server/workflows/shot-images-workflow.tsOrchestrates image + variant gen for all scenes
src/stills/server/workflows/image-workflow.tsSingle image generation (Fal.ai)
src/stills/server/workflows/shot-variant-workflow.tsShot grid variant generation
Motion + Music Generation
src/motion/server/workflows/motion-batch-workflow.tsOrchestrates motion + music generation
src/motion/server/workflows/motion-workflow.tsSingle motion/video generation (Fal.ai)
src/audio/server/workflows/music-workflow.tsMusic generation (Fal.ai)
src/sequences/server/workflows/sequence-export-workflow.tsServer-side export (video-export Container; production-only)
Recasting + Regeneration
src/cast/server/workflows/recast-character-workflow.tsRecast a character and regenerate affected frames
src/cast/server/workflows/recast-location-workflow.tsRecast a location and regenerate affected frames
src/shots/server/workflows/regenerate-shots-workflow.tsRegenerate specific shots with new prompts
Schemas + Events
src/platform/realtime/index.tsReal-time event schema and channel helpers
src/shots/scene-analysis.schema.tsScene type definition
src/sequences/response-schemas.tsmusicDesignResultSchema and other LLM response schemas