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animate_sprite

Animate one sprite into a single 16-frame clip from a description of the motion. Only for one clip: several facings of one character (its rotation views, one action in every direction) or several moves go through generate_animation_set, which decides room and size once for every facing so they come out one size; separate animate_sprite calls per facing do not match. 15 credits; 25 for a 1024 HD image (drawn at 1080P), 30 for a looping walk/run on a 1024 HD image (walk, stroll, march, sneak, tiptoe, patrol, run, jog, sprint, dash or a charge forward, ending on its start frame: a 2 s clip, played at its own pace).

Tool call template

Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.

{
  "id": 1,
  "jsonrpc": "2.0",
  "method": "tools/call",
  "params": {
    "arguments": {
      "id": "<id>",
      "prompt": "<prompt>"
    },
    "name": "animate_sprite"
  }
}

Input Schema

NameRequiredDescriptionDefault
idYesAsset ID (from list_assets / get_asset or a previous result)
roomNoRoom for big moves. auto: a big move (a kick, a special, a fall, a jump) on a character that fills its frame is drawn on a bigger canvas at the character's own size, so nothing is cut off. on: draw it a little smaller in the same frame instead. off: neitherauto
promptYesThe motion, e.g. 'walk cycle', 'swings sword overhead'
frameIdNoOptional: the frame the new frames hang under in the editor (usually the frame referenceFile came from).
end_frameNoOptional image for the clip to end on: an image key from any of your assets (get_asset lists them), or its cdn.voidless.dev URL, e.g. the start image to loop, or another sprite's pose. Empty = free ending. An end image of another size is scaled to the start image's; one of a very different shape is refused (nothing charged)
referenceFileNoWork from one image instead of the asset's base: an image key from any of your assets (as get_asset lists it), or its cdn.voidless.dev URL. Empty = the asset's current base image.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changed
    • changedInput schema / properties / room / description
      Previous value: -"Room for big moves. auto: when the motion is big (a kick, a special, a fall, a jump) and the character fills its frame, it is drawn a little smaller in the same frame so nothing is cut off. on: always do that. off: never. Making one character's moves over several calls, use on for every call so the character stays one size"New value: +"Room for big moves. auto: a big move (a kick, a special, a fall, a jump) on a character that fills its frame is drawn on a bigger canvas at the character's own size, so nothing is cut off. on: draw it a little smaller in the same frame instead. off: neither"
  2. First observed

TDQS

A4.3/5.0
Behavior4/5

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

Annotations only declare the generic profile (not read-only, not idempotent, not destructive); the description adds the credit price tiers (15 / 25 / 30) and the conditions that trigger each, plus the looping-clip semantics (ends on start frame, 2 s, played at its own pace). It stops short of saying what a call returns or what happens on partial failure, but the cost disclosure is substantial value beyond 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.

Conciseness4/5

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

The purpose and the sibling routing are front-loaded in the first sentence where they belong. The second sentence is dense and parenthetical, especially the long verb list for looping walk/run variants, but that verbosity carries real pricing and eligibility information rather than padding.

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

Completeness4/5

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

For a non-idempotent generation call with no output schema, the description covers cost, clip length, frame count, looping, and the multi-facing pitfall, which is most of what an agent needs. It is slightly thin on return value and on what the optional referenceFile/end_frame combination yields, though those are covered by the schema.

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

Parameters3/5

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

Schema coverage is 100%, so every parameter is already documented, and the description adds no parameter-level detail about room, referenceFile, frameId, or end_frame. Its contribution is at the operation level (fixed 16-frame output, looping end frame), which is relevant but does not deepen parameter meaning. Baseline 3 applies.

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?

"Animate one sprite into a single 16-frame clip from a description of the motion" gives a specific verb, resource, and output shape. It immediately delimits itself against generate_animation_set for multi-facing or multi-move work, so an agent can route correctly without opening either schema.

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?

It states the when-not explicitly: several facings of one character or several moves must go through generate_animation_set, with the reason given (consistent room/size per facing) and a warning that separate animate_sprite calls per facing will not match. That is an exclusion plus a named alternative plus the failure mode of ignoring it.

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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