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Glama

Arrange, align, and fit collection items

reprocess_asset

FREE and SYNCHRONOUS (no jobId — do not poll), no AI. Rebuild a staged, tileset, or terrain collection's presentation layout: anchor chooses the shared fixed point and cellOffsets apply per-item nudges. Modern manifest revisions are recomposed from their independent item PNGs and are never re-sliced; legacy staged and tileset revisions retain the source-sheet re-cut path, where cellInset can remove separator bleed. For a manifest revision, fitItemIndices makes those items fill their shared cell as much as possible while preserving aspect ratio. Legacy terrain must be upgraded to independent items first. Omitted fields keep the revision's current values; send cellOffsets:[] or cellInset:0 to clear. Returns a grid summary; call get_asset afterwards for fresh presigned tile URLs.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
anchorNoWhere each sprite is placed inside its cell. "bottom-middle" is the default for sprites that stand on the ground.
assetIdYesAsset id or slug (staged, tileset, or manifest-backed terrain).
cellInsetNoLegacy source sheets only: pixels shaved off every side of each cell to drop neighbouring bleed (0-32). Ignored for independent-item manifests. Pass 0 to clear.
cellOffsetsNoPer-cell pixel nudges, in tile-index order. Pass [] to clear all nudges.
iterationIdYesCollection revision (iteration) id to arrange.
fitItemIndicesNoIndependent-item manifests only: itemIndex values to fit to the shared cell while preserving aspect ratio. This is a one-shot operation; omitted items keep their saved size.

TDQS

A4.9/5.0
Behavior5/5

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

Annotations declare readOnlyHint=false and openWorldHint=true, but the description adds crucial behavioral context: the operation is synchronous and free, modern manifest revisions are never re-sliced, legacy paths retain source-sheet re-cutting, fitItemIndices is one-shot, omitted fields preserve current values, and cellOffsets:[]/cellInset:0 clear values. It also tells the agent to call get_asset afterwards. This goes well beyond the annotations and makes the side effects and return behavior clear.

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 dense but every sentence earns its place: sync/free status, main operation, per-revision path differences, legacy prerequisites, field semantics, clearing semantics, and follow-up call. The most important operational facts (FREE, SYNCHRONOUS, no polling) are front-loaded. It is long, but the tool has real complexity to convey.

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?

For a 6-parameter synchronous tool with no output schema, the description covers the operation, the revision-dependent behaviors, the legacy upgrade prerequisite, clearing semantics, and the recommended follow-up call. There is no obvious missing piece an agent would need to safely invoke it or interpret the flow.

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?

Schema coverage is 100%, so params are already documented. The description adds meaning beyond the schema by explaining how parameters interact: anchor chooses the shared fixed point, cellOffsets apply per-item nudges, cellInset removes legacy separator bleed, fitItemIndices makes items fill their shared cell while preserving aspect ratio, and omitted fields keep current values. It doesn't enumerate every enum value, but the schema already does that.

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 states a specific verb+resource: 'Rebuild a staged, tileset, or terrain collection's presentation layout', and clearly differentiates itself from siblings like animate_asset, fix_asset_seams, or revise_asset by describing the layout/arrangement operation. It names the key dimensions (anchor, cellOffsets, cellInset, fitItemIndices) and distinguishes modern manifest revisions from legacy revisions, so an agent can identify the tool's unique role.

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 explicit when-to-use guidance: 'FREE and SYNCHRONOUS (no jobId — do not poll)', 'Legacy terrain must be upgraded to independent items first', and 'call get_asset afterwards for fresh presigned tile URLs'. It also states what not to expect (no AI) and how to clear fields, leaving little ambiguity about when this tool is appropriate.

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

A3.9/5.0
Disambiguation4/5

Most tools have clearly distinct purposes, and the descriptions are extremely detailed with cross-references (e.g., animate_asset vs frame_animation vs generate_character_animation). A few pairs like reprocess_asset vs revise_asset could be confused initially, but their descriptions and use cases are explicit enough to prevent misselection.

Naming Consistency5/5

All tool names follow a consistent verb_noun pattern in snake_case (e.g., create_project, get_asset, cancel_job). Verbs are imperative and nouns are appropriately singular/plural, making the API predictable and readable.

Tool Count2/5

At 41 tools, the server is far beyond the 15-25 range considered reasonable for most APIs. While the domain is broad (project, assets, characters, animations, jobs, exports, credits), the sheer number creates a heavy surface that may overwhelm agents and suggests the API could be consolidated into higher-level operations.

Completeness4/5

The tool set covers the full creative pipeline: project creation, asset/character generation, animation (both AI and frame-based), revisions, exports, and job management. Minor gaps include lack of delete operations for assets/characters/projects and no listing of all jobs, but these are not critical for the core workflow and are likely intentional for a generative art platform.

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