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wind_sway

Make a pixel-art tree, bush, grass tuft or flower sway in the wind, like the Pixel Wind Sway tool on voidless.dev/tools. The bottom row is the base and never moves; pixels bend more the higher and further out they are. Whole pixels move (no blending), so every frame keeps the sprite's own colours. The sway loops seamlessly. Optional: a one-shot storm clip where leaves blow off and fade. Returns a GIF and a sprite sheet (frames in one row) for the loop, then the storm's GIF and sheet when asked. Images up to 2048x2048, 256 frames, 32 MB of input per call. Free: no credits.

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": {
      "image": "<image>"
    },
    "name": "wind_sway"
  }
}

Input Schema

NameRequiredDescriptionDefault
fpsNo
gustNoHow uneven the wind is
saveNoAlso save the result to your Voidless library (free, private) and return its asset id and cdn.voidless.dev URL, for passing to the next tool without base64
seedNoSame seed, same animation
imageYesAn image: an https URL (e.g. a cdn.voidless.dev link from get_asset or a saved result), a library image key (assets/…png, as get_asset lists it), a data: URI, or base64 PNG/GIF.
framesNo
flutterNoSmall ripples in the foliage
strengthNoHow far the top bends (1 = a quarter of the plant's height)
directionNoboth = back and forth; left/right = leans that way and pulsesboth
stiffnessNoShare of the height, from the base, that stays rigid
leaf_stormNoAlso return a one-shot clip of the leaves blowing away
storm_amountNoLeaf storm: share of the outer foliage that blows off
storm_framesNo

Schema Changelog

Changes observed during successful MCP inspections.

  1. Added

TDQS

A3.9/5.0
Behavior4/5

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

Adds substantial context beyond the annotations: the bottom row is anchored, bending scales with height and distance, motion is whole-pixel (palette preserved), the loop is seamless, and hard limits (2048x2048, 256 frames, 32 MB input) plus cost ('free: no credits') are disclosed. It does not repeat the openWorld/readOnly hints, but it also does not contradict them.

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?

Efficient and front-loaded: what it does, the geometry model, then output formats and limits. A couple of clauses (e.g. the storm sentence plus the return-format sentence) could be merged, but nothing is redundant.

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?

With 13 parameters and no output schema, the description correctly spends its budget on explaining the return artifacts (GIF plus single-row sprite sheet, then storm outputs) and input limits. Remaining gaps are minor, mainly input-image requirements for a usable sway.

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 77%, so the schema already carries most parameter meaning, and the description adds little parameter-level detail except that the storm clip is optional and returns separate output. It does not explain how frames/fps interact or what the storm_frames/storm_amount pair does beyond the schema's own text.

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?

States a specific verb and resource set: makes a pixel-art tree, bush, grass tuft or flower sway in the wind, and cites the concrete reference tool. An agent can immediately tell this is the plant-wind animator rather than the generic animate_sprite or secondary_motion siblings.

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

Usage Guidelines3/5

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

Usage is implied ('for pixel-art foliage sprites') and the optional storm clip is framed conditionally, but the description never explicitly says when to pick this over animate_sprite or secondary_motion, nor any prerequisite on the input sprite (e.g. transparent background, upright plant).

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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