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rotateSprite

Re-render an existing sprite from a different camera viewpoint while keeping the same character and pose, taking a source image (URL or base64), a required camera_rotation azimuth (one of 0, 45, 90, 135, 180, -135, -90, -45 degrees), an optional camera_elevation (0, 30, or 60 degrees; omit to keep the current elevation), and an optional n (1-4) for the number of variations. Only works with sprite image types (not icons, screenshots, etc.). The job result is an array of rotate-sprite results, each with the generated image url and the camera_rotation and camera_elevation that were applied. Credits are charged only on success, scaled by the number of images generated. Use this to produce alternate view angles of a character; use generatePose instead to change the character's pose rather than the camera, and animateSprite or transferMotion to bring a sprite to life. Pass an optional request_id to tag the results so you can retrieve them later via GET /assets/sprites/results. Requires an API key (user scope). Returns 202 with a job id immediately; poll getApiJob (pass wait: 30) until status is succeeded, then read its result field, which is exactly the response documented for this operation. Each account may have up to 50 generations queued or running at once; beyond that submissions return 429 (PENDING_JOBS_LIMIT) - wait for jobs to finish.

Credits: This endpoint consumes 0.5 credits per result.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
requestBodyYesPayload for rotating the camera view of an existing sprite

TDQS

A4.9/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description carries full disclosure. It covers async behavior (202 + job id, poll getApiJob with wait: 30), result shape (array with image url and applied rotations), auth requirements (API key user scope), quota limits (50 queued jobs, 429), and credit charging rules (only on success, scaled by generated count).

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Although long, every sentence contributes operational guidance: purpose, input constraints, result shape, alternatives, async polling, quota, and credits. It is front-loaded with the core purpose and ends with cost, keeping the critical information near the beginning.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Without an output schema or annotations, this description fully compensates by specifying async workflow, job result structure, auth, rate limits, and success-based pricing. An agent has everything needed to invoke, poll, and interpret the result correctly.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The schema already documents all parameters at 100% coverage, so baseline is 3. The description adds meaning by constraining the image source to sprite types, explaining n as 'number of variations' beyond the raw schema default, and clarifying camera_elevation omission semantics and credit scaling. It does not duplicate every schema field, but adds enough contextual value to earn a 4.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb ('re-render an existing sprite') with a distinct resource ('sprite') and the goal ('from a different camera viewpoint while keeping the same character and pose'). It clearly differentiates from siblings such as generatePose and animateSprite.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicitly says 'Use this to produce alternate view angles of a character' and names alternatives with conditions: use generatePose for pose changes, and animateSprite or transferMotion to bring a sprite to life. It also restricts applicability to sprite image types, giving clear selection criteria.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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TDQS

A4/5.0
Disambiguation4/5

Most tools pair a clear action and asset type (create3DModel, editVideo, removeBackground), and overlapping pairs such as animateSprite vs transferMotion vs animateSpriteKeyframes are carefully differentiated by input mode. The main friction is listApiJobs vs listGenerations, which both return generation history from slightly different scopes.

Naming Consistency4/5

The set is overwhelmingly consistent camelCase verb+noun (create*, edit*, list*, animate*, cancel*), with only minor deviations like generatePose/generateWithStyle alongside createImage and the slightly awkward validateApiKeyEndpoint. There is no chaotic mixing of conventions.

Tool Count2/5

At 31 tools this exceeds the 25+ threshold for 'too many', even though the multimodal game-asset scope explains much of the breadth. Agents face a large selection surface with many generation variants across 3D, sprites, images, audio, and video.

Completeness4/5

Core workflows are covered: image-to-3D plus rigging and animation, sprite pose/rotation/animation/editing, image create/edit/style/background-removal, video create/edit/upscale, and audio SFX/ambiance/music/voice. Minor gaps remain, such as no image upscaler and no individual asset retrieval or deletion.