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by Aitidi

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    TDQS

    C2.4/5.0

    Scored across 37 tools

    Disambiguation2/5

    Several tools occupy fuzzy boundaries: create_soft_body and apply_dynamics can both create soft bodies, render_frame and render_preview are easy to confuse, and add_effector / apply_mograph_fields / apply_shader overlap in material/effector workflows. The scene-nodes and capsule tool groups are structured but numerous, and get_scene_info, list_objects, and inspect_scene_nodes_graph all invite mis-selection for scene inspection.

    Naming Consistency3/5

    All names are snake_case and mostly verb_noun, but the verb set is inconsistent: add_primitive, create_material, create_camera, add_effector, apply_dynamics, and create_soft_body capture similar actions with different verbs. The scene-nodes and capsule families are highly parallel, but their dense prefix/style can blur into one another.

    Tool Count2/5

    37 tools is beyond a reasonably scoped MCP surface, especially when many are variants of inspect/edit/layout for Scene Nodes and Capsules. The core manipulation utilities could be much smaller; the additional sub-families push the set into heavier-than-useful territory.

    Completeness3/5

    The toolset is broad and covers scene creation, rendering, objects, materials, lights, animation, and MoGraph, but it has obvious lifecycle gaps like no direct object/material deletion and no dedicated keyframe-timeline management beyond set_keyfree. The execute_python_script fallback mitigates missing operations, but the structured API still has notable dead ends.

    Maintenance

    ActivityMaintained
    ResponsivenessNo issues