Control the Studio from an agent
With a project open in the Studio, ask Claude, Codex or Cursor to place props, move the camera, light the scene and save angles, and watch it happen live.
Open a project in the Studio, keep your agent beside it, and ask for changes in plain language. The agent works in the Studio you have open, so you watch every change land in the viewport as it happens.
Add a small potted plant just behind the shoe, then add some film grain and a soft vignette.
Move the camera round to the left side and a bit lower, and save it as a new angle called "Side low".
Make the laces black.
This uses the same Glossi connector as everything else your agent does in Glossi. There is nothing extra to install.
Before you start
- Connect your agent to Glossi.
- Open the project in the Studio and wait for it to finish loading. The agent works on the Studio you have open, in the workspace you are signed into.
- Keep the Studio tab open while the agent works. Closing it ends the agent's access to that Studio.
You don't need to tell the agent which project. With one Studio open, it uses that one.
What you see
While the agent is working, a small Agent chip at the top of the viewport names what it is doing, for example "Agent · Place props". If it has more queued up, the chip shows how many. The chip clears a moment after the agent stops.
You can keep using the Studio while the agent works.
What the agent can do
| Area | Examples |
|---|---|
| Look at the scene | Read what's in the scene and where it sits, see what you have selected, and take a picture of the viewport to check its own work |
| Props | Search the prop catalog, add props around the product, move, turn and scale them, change their materials, remove them, and save a set of props as a layout to reuse in any project |
| Camera and angles | Orbit, raise, pull back or frame a part; list, select, add, edit and delete saved angles, and aim an angle at a camera target; pose the product for one angle only; leave a product out of one angle; change the frame to square, vertical or widescreen |
| Clips | List, add, edit and delete video clips, start a clip from a saved angle, leave a product out of one clip, animate the camera, the product or the lights, turn a generated animation up or down, and watch a clip's motion as a few frames |
| Product | Add another product from your library or remove one, switch, rename and delete variants, change material groups and surfaces, show or hide parts, place, move, rename and remove decals, turn fur on or off on a fur part and tune it, stand a model upright or turn it the right way round for every project, save what a part is wearing to your material library or update a library material from it |
| Template | Replace the scene with a template's backdrop, lighting, angles, clips and props, keeping the products |
| Look | Light the scene, choose a light preset, switch, turn or dim the HDRI and show it as the background, change the backdrop, adjust post processing such as film grain, vignette, bloom and exposure |
| Undo | Undo or redo the last change, like the Studio's own buttons |
| Ask the Assistant | Hand one instruction to the Studio's own Assistant and let it make the change |
| Render | Render the scene as the Studio has it now |
| Save | Save the project as it is in the Studio |
Say "this" or "the selected one" and the agent checks what you have selected in the Studio first.
How it works
- Live. Every change is made in your open Studio, the same as if you had made it from the panels, and it saves with the project as usual.
- Usage. Changing the scene with the
studio_tools draws nothing extra. Your Studio time is billed as it always is while the Studio is open. Handing an instruction to the Assistant (studio_prompt) uses usage the same as a prompt in the Studio's own panel, and anything else that already uses usage, such as a render, still does. - Removing things asks first. Removing a prop, angle, clip, decal, variant, product or saved prop layout, applying a template, applying a prop layout, and overwriting a library material are marked as destructive, so your agent asks you before it does them. Undo brings back a deleted angle if nothing else has changed since; an angle made again by hand gets a new id, so a clip made from the old one loses its link. Removed props, products and decals, deleted variants and prop layouts, and an applied template or prop layout don't come back with Undo. Deleting a variant also removes it from the model's variants in your library, and the original variant can't be deleted.
- Several changes at once. An agent that knows what it wants to do next can send up to 25 Studio changes and checks in one request. They run in order and each change is still its own Undo step. When the agent waits for the results, a failure cancels the changes after it and every result comes back at once, pictures of the viewport included. When it sends the batch without waiting, every change runs even if an earlier one fails. If a batch removes anything, the agent still asks you first.
- Sending without waiting. An agent can also send a change and carry on without waiting for it (
wait: falseon anystudio_tool or onstudio_batch), then collect the results withwait_for_studio_callsbefore it looks at the scene again. Changes sent one after another still run in that order, so the scene ends up the same; unlike a waited batch, a failed change does not stop the ones queued after it. Related changes can share agroupname, whichlist_studio_call_grouplists; each change is still its own Undo step for now. - History. An agent can give any change, batch or group a short
label("Warmer key light"). Its finished changes are kept as history for the project, andlist_studio_historylists the recent ones with who made them and which parts of the scene they touched. - Undoing an earlier change. Ask your agent to undo something it or the Assistant did earlier ("undo the backdrop change from before") and it finds the change in the history and reverts it with
undo_studio_group, even if other changes came after. When more than one change could be the one you mean, it asks which. It never overwrites later work: if a later change touched the same part of the scene, nothing is undone and the agent tells you which change is in the way. Changes you made in the panels undo newest first with Ctrl+Z, as always. The undo is its own step, so Ctrl+Z brings the change back. An earlier change can only be undone in the Studio that made it, while it is still open. - The agent looks before it acts. It reads the scene before moving things, and captures the viewport to check that a change landed the way you asked.
Tool reference
Tools that change the Studio start with studio_. Each takes an optional sessionId; leave it out and the agent uses the Studio you have open.
| Tool | Kind | What it does |
|---|---|---|
list_studio_sessions | read | The Studio you have open, and its project |
get_studio_selection | read | What you have selected: photo or video mode, the current angle or clip, and what the right panel is showing |
studio_describe_scene | read | Everything movable in the scene, with positions and sizes in centimetres, plus the camera |
studio_capture_viewport | read | A picture of the viewport as it is now |
studio_preview_shot | read | A video clip at 3 to 8 evenly spaced moments, one picture per frame, so the agent can check a camera move or animation. The clip is scrubbed, not played, and the Studio's playback, angle and view go back as they were. A clip that never moves is refused |
studio_place_props | write | Add catalog props around the product |
studio_move_objects | write | Move, turn, scale or ground props and product copies. With an angle selected, moving or turning a product changes it in that angle only, like the Studio's own angle pose; in free camera it moves the layout |
studio_remove_props | destructive | Remove props from the scene |
studio_delete_bookmark, studio_delete_shot, studio_remove_decal | destructive | Delete a saved angle, a video clip, or a decal |
studio_delete_product_variant | destructive | Delete one of the product's variants. The original can't be deleted |
studio_add_product | write | Add a model from your library (list_models) to the scene. It answers once the model has loaded; place it with studio_move_objects |
studio_remove_product | destructive | Remove a product you added. The project's main product stays |
studio_apply_template | destructive | Replace the scene with a template from list_templates, keeping the products. The project is saved first, then reloads on the template, which can take a few minutes. The old scene is not kept |
studio_move_camera | write | Orbit, raise, pull back, or frame the product or a part |
studio_add_bookmark, studio_edit_bookmark, studio_select_bookmark | write | Add, edit and select saved angles |
studio_list_camera_targets | read | The product's camera targets and which angles and clips are aimed at each. Targets are added in the Studio; an agent can aim an angle at one with studio_edit_bookmark |
studio_set_aspect_ratio | write | Change the frame's shape, such as 1:1, 9:16 or 16:9, for the whole project |
studio_set_bookmark_product_visibility, studio_set_shot_product_visibility | write | Leave a product out of one angle or one clip, or show it again |
studio_add_shot, studio_edit_shot | write | Add and edit video clips |
studio_link_shot_to_bookmark | write | Start a clip from a saved angle, or unlink it. Undo doesn't reverse it |
studio_set_animation_intensity | write | Turn a clip's generated product or camera animation up or down without generating it again. Undo doesn't reverse it |
studio_animate_lights | write | Animate the lighting over a clip: swing the lights round the product, fade them up or down, push them out or in. The whole light setup moves together, one move per channel per clip |
studio_adjust_lighting | write | Change the lighting from a description |
studio_set_environment | write | Switch the HDRI to one from studio_search_hdri_library, turn it, or show it as the background. While it is shown, it can also make the HDRI's light stronger or softer and blur or recolour it; when it only lights the scene, studio_edit_light on the sky light sets its strength. Only the settings you name change |
studio_set_post_process | write | Film grain, vignette, bloom, exposure and the other finishing controls |
studio_set_backdrop, studio_customize_backdrop | write | Change and adjust the backdrop |
studio_set_material_group, studio_select_product_variant | write | Change what the product wears |
studio_rename_product_variant | write | Rename a variant |
studio_edit_decal | write | Move, resize, restyle, swap the image of, or rename a decal. A rename applies on every variant |
studio_save_material_to_library | write | Save what a part is wearing now, colour and finish changes included, to the workspace material library as a new material, and return its id. A library material the part already wears is copied and left unchanged |
studio_update_library_material_from_part | write, confirm first | Overwrite the library material a part wears with the part's current colour and finish, keeping its name. Every model using that material changes |
studio_set_product_calibration | write | Turn or reposition the model itself, for example stand up a model that imported lying on its side. It changes the model in every project that uses it. The model's size stays in the Studio's calibration panel |
studio_list_prop_layouts, studio_save_prop_layout | read, write | List the workspace's saved prop layouts, or save the project's props as a new one any project can use |
studio_apply_prop_layout | destructive | Replace the project's props with a saved layout. The props there now are removed, and Undo doesn't bring them back |
studio_delete_prop_layout | destructive | Delete a saved prop layout from the workspace. Props already in projects stay |
studio_set_material_fur | write | Turn fur on or off on a part made for fur, pick its preset, and tune the hair's thickness, shadowing, roughness, sheen and root and tip colours. Turning it on or changing the preset takes a few seconds. Undo doesn't reverse it, and turning fur off doesn't keep its settings |
studio_undo, studio_redo | write | Undo or redo the newest change in the Studio's history. In a Studio you have open that can be your own last change, so the agent says what it undid |
studio_batch | write | Up to 25 studio_ calls in one request, run in order. When waited on, stops at the first failure and cancels the rest; with wait: false every call runs. One that removes anything is refused until the agent has your yes |
studio_prompt | write | Hand one instruction to the Studio's own Assistant, which plans and makes the change itself. Uses usage like a prompt in the Studio panel; a prompt that fails is not charged |
render_studio_session | write | Save the project, then render its angles, clips and variants as the Studio has them now, or only the ones named. Uses usage like any render |
save_studio_session | write | Save the project as it is in the Studio |
wait_for_studio_call | read | Collect one change that was still running, or was sent with wait: false |
wait_for_studio_calls | read | Collect up to 50 changes sent with wait: false: every finished result plus the ones still running |
list_studio_call_group | read | The changes in one group, in order, with each one's status and timing |
list_studio_history | read | Recent groups of changes in the workspace, newest first: label, who made them (you, the Assistant or an agent), when, and which parts of the scene they touched. Filter by project, session, part of the scene, who made them, or time |
undo_studio_group | write | Revert one earlier change by the agent or the Assistant, found with list_studio_history. Refused, with the changes in the way named, when a later change touched the same part of the scene. Your own panel changes undo with Ctrl+Z |
Your agent lists every Studio tool when it connects, including the read tools behind each area (studio_list_bookmarks, studio_get_light_rig, studio_get_environment, studio_search_hdri_library, studio_search_prop_catalog and others).
Troubleshooting
"No Studio is open." Open the project in the Studio, wait for it to load, then ask again.
"Your open Studio isn't connected to agents yet." The Studio you have open can't take agent changes. Close the Studio, open the project again, and retry. If it keeps happening, contact support.
"The studio lost this call before reporting a result." The Studio restarted or reconnected while a change was running. The change may or may not have landed: the agent should look at the scene before trying again.
"The studio call arrived too late to run in order." The change was not run, so the agent can send it again.
A change failed because the session ended. The Studio was closed while changes were waiting or running. Waiting ones were not run; a running one may have landed. Reopen the project, check the scene, then ask again.
The agent changed the wrong thing. Tell it what you meant, or fix it in the Studio yourself. Naming the prop or angle helps, and so does selecting it in the Studio first.
Related
- Connect an AI agent for connecting Claude, ChatGPT and other clients, and the rest of the tools
- Studio tour for the panels these tools work through
Connect an AI agent
Let Claude, ChatGPT, or any MCP client drive Glossi: upload models, build scenes, render, and swap materials from a conversation.
Build a product-page content system
Create consistent core views, useful detail frames, product video, and controlled configurations from one prepared product.