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Generate a 360 turn animation

generate_character_turn

PAID (200 credits — ONE 2-second rotation video), except retrying the exact failed job is FREE while its provider task/result or validated stored source survives. The default dry run reports 0 credits and recovery:"stored_artifact" in that case; confirmation revives the same job and never starts another paid provider task. Spins the character through a full 360 so the sprite exists from every side; its frames are also what the directional-pose extractor reads, which is what makes top-down characters usable in more than one facing (isometric projects use top-down characters). ONLY topdown and isometric characters are supported — any other game type errors 400 TURN_NOT_SUPPORTED (topdown_overhead: the engine rotates the sprite image; platformer/point_and_click: side/front views, mirror instead). Eligibility reads the STORED CHARACTER gameType, not its project: a topdown character inside a platformer project is supported. This explicit visible turn is separate from the internal mid-walk rotation that generate_character_animation may plan for eligible directional walk/run clips; do not call it as mandatory setup for every animation. Lands as the animation "turn", or "turn_" when seeded from a pose. An existing turn is NEVER replaced: an occupied name becomes turn_2, turn_3, and so on. It 409s (ENTITY_BUSY) while ANY other job is running on the character, because it rebuilds the spritesheet: poll that job first. Returns { jobId, animation, resumed } — poll get_job. A successful standalone 360 finishes at done after its animation is rebuilt; it does not open the directional-pose approval checkpoint. Only an internal 360 planned by generate_character_animation pauses for directionalPoseReview before dependent animation videos start. If a retained provider URL is repeatedly proven expired, support may set discardPendingResult:true and preview again; that explicit escape abandons the stale result and is a new paid generation. DEFAULTS TO A COST PREVIEW — see the dryRun argument.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
dryRunNoDEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits, then ask a normal confirmation question. Prefer the client's native question UI with Approve / Decline / Discuss choices when available; otherwise accept any unambiguous conversational approval. Never require a fixed phrase or ask the user to type a magic word. Only after approval, re-call with dryRun:false to actually spend.
seedPoseIdNoRotate a specific DONE pose instead of the character's default image. Lands as "turn_<poseId>".
characterIdYesCharacter id.
idempotencyKeyNoOptional Idempotency-Key for the real (dryRun:false) call. Omit and one is minted per call. Reuse the SAME value when retrying a call that failed with ENTITY_BUSY / 402 / 429 so the retry cannot double-dispatch.
discardPendingResultNoSupport escape hatch only: true abandons a repeatedly expired/unusable failed provider result and previews/starts a new paid turn. Omit for normal free recovery.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changed
    • changedInput schema / properties / dryRun / description
      Previous value: -"DEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits and get an explicit yes for that amount, THEN re-call with dryRun:false to actually spend."New value: +"DEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits, then ask a normal confirmation question. Prefer the client's native question UI with Approve / Decline / Discuss choices when available; otherwise accept any unambiguous conversational approval. Never require a fixed phrase or ask the user to type a magic word. Only after approval, re-call with dryRun:false to actually spend."
  2. Changed1 schema field changed
    • addedInput schema / properties / discardPendingResult
      Added value: +{
      +  "description": "Support escape hatch only: true abandons a repeatedly expired/unusable failed provider result and previews/starts a new paid turn. Omit for normal free recovery.",
      +  "type": "boolean"
      +}
  3. Changed1 schema field changed
    • removedInput schema / properties / regenerate
      Removed value: -{
      -  "description": "Replace an existing turn animation instead of failing with ANIMATION_EXISTS.",
      -  "type": "boolean"
      -}
  4. First observed

TDQS

A5/5.0
Behavior5/5

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

The description discloses behavior far beyond the annotations: paid 200-credit cost, free retry semantics, 409 ENTITY_BUSY, never overwriting existing turns (turn_2/turn_3), no directional-pose approval checkpoint for standalone calls, and the discardPendingResult escape hatch. There is no contradiction with the annotations.

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?

The description is long, but it is front-loaded with the most critical operational facts (cost, dry run, free retry) before moving through purpose, eligibility, naming, concurrency, output, and edge cases. Every sentence carries substantive guidance needed to invoke the tool correctly; the density is appropriate for the tool's complexity.

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?

There is no output schema, but the description specifies the return shape ({ jobId, animation, resumed }) and tells the agent to poll get_job. It also covers errors, busy states, eligibility, retries, cost, naming collisions, and checkpoint behavior. Nothing essential for correct invocation is missing.

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

Parameters5/5

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

Although the schema already documents all five parameters, the description adds crucial per-parameter behavioral context: dryRun defaults to true and returns a quote; seedPoseId controls the resulting animation name; idempotencyKey must be reused on specific retries to prevent double-dispatch; and discardPendingResult is a support-only escape that abandons a stale result and triggers a new paid generation.

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?

The description clearly states the verb and resource: it spins the character through a full 360 and lands an animation named 'turn' or 'turn_<seedPoseId>'. It differentiates this from generate_character_animation's internal mid-walk rotationasia and states eligibility explicitly (topdown and isometric only). An agent can tell exactly what this tool produces and how it differs from related siblings.

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?

The description gives precise when-to-use guidance: only for topdown/isometric characters, not for platformer/point_and_click, and not as mandatory setup for every animation. It also names the sibling alternative (generate_character_animation) and clarifies the dryRun-first confirmation flow, plus when to poll get_job on ENTITY_BUSY.

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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