get_asset
Show one asset with every frame: frame ids, types (animation, rotations - 8-way, edit - text, layer…), names, facings and image keys. Frame ids are what frameIndex/items/frameId take elsewhere; image keys are what referenceFile and end_frame take, on this asset or any other of yours. Long clips show their first and last key; pass frameId to list every key of that frame. Each key downloads at its exact pixels from https://cdn.voidless.dev/. Also its world height (in heights of the hero / its set's reference character) and each frame's sprite_scale (how big the character is drawn there against the base: video clips are usually ~0.57): size it in a game from these, never by eye. Free.
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>"
},
"name": "get_asset"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| id | Yes | Asset ID (from list_assets / get_asset or a previous result) | |
| frameId | No | Show only this frame, with every image key | |
| preview | No | Include the base image inline |