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render_3d_sprites

Render a 3D model as 2D game sprites: one of its moves (from animate_3d_model) or the model standing, seen from 8 directions, 4, the two sides of a platformer, 4 isometric diagonals, or the front. 16 frames by default, at 32-512 px (pixel art up to 128, from the same pass as generated sprites; smooth above). Saved as an animated sprite asset linked to the model, one animation per direction, ready to export as a sheet or edit. Every render of the same model goes onto that one asset. 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": "render_3d_sprites"
  }
}

Input Schema

NameRequiredDescriptionDefault
idYes3D model asset ID
sizeNoSprite size in pixels: 32-128 come out as pixel art, 256 and 512 as smooth renders
framesNoFrames per direction (default 16)
animationNoThe move to render: its name ('walk'), preset or animation id. Empty = the model standing
directionsNoWhich views: 8 around, 4 (down/right/up/left), platformer (right, left, side-on), isometric diagonals, or the fronteight

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A4.2/5.0
Behavior4/5

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

Goes well beyond the annotations by disclosing the side effect (a new animated sprite asset is created, linked to the model), the accumulation rule ('every render of the same model goes onto that one asset'), the one-animation-per-direction structure, and cost ('Free'). What is left implicit is whether re-rendering the same direction overwrites the prior animation, which matters for a non-idempotent, non-read-only operation.

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

Conciseness3/5

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

Front-loads the purpose correctly and every clause carries information, but the direction enumeration is syntactically tangled ('8 directions, 4, the two sides of a platformer, 4 isometric diagonals, or the front') and largely restates the enum in the schema, making the paragraph denser than it needs to be.

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 five-parameter mutation with no output schema, it covers destination (a linked sprite asset), organization (one animation per direction), quality tiers, defaults, and cost. The one gap is the return value: an agent is not told what identifier comes back to chain into pack_sprite_sheet or export_godot_spriteframes.

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 the baseline is 3; the description earns a point by adding rationale the schema only hints at, namely that 32-128 renders as pixel art sharing the generated-sprite pass while 256/512 render smooth, and that the animation parameter accepts a move name, preset, or id, with empty meaning standing.

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?

Opens with a specific verb and resource ('Render a 3D model as 2D game sprites') and immediately scopes the variants: a move from animate_3d_model or the model standing, across five view sets. The sibling relationship to animate_3d_model and to the sprite/export tools is legible without opening any schema.

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

Usage Guidelines4/5

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

It establishes the usage context well: you render either a named move sourced from animate_3d_model or the standing model, and the result feeds sheet export or editing. It does not explicitly name an alternative to use instead (e.g., animate_sprite for existing 2D assets) or state exclusions, so it falls short of full when/when-not guidance.

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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