VoxelFlow Studio
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TDQS
Scored across 14 tools
Most tools have clearly distinct targets: get_editor_status/inspect_project are reads, create_model vs create_prop split humanoid vs prop, generate_rig/generate_animations/preview_animation are separated, and validate_asset/export_asset are distinct lifecycle stages. The main overlap is apply_materials (recolor the atlas) vs apply_prop_materials (change named colors on a prop), which an agent could easily misselect since both sound like material editing on VoxelFlow assets.
All 14 tools follow a consistent snake_case verb_noun pattern (get_editor_status, create_model, generate_rig, validate_asset, cancel_operation, etc.). There are no mixed conventions or vague standalone verbs; apply_materials is slightly less specific in its noun but still fits the pattern.
14 tools is well within the ideal range and each tool maps to a real step in the asset pipeline: inspect, create, material edit, rig, animate, preview, validate, export, undo, plus operation polling/cancel. Nothing appears redundant beyond the apply_materials pair.
The surface covers a full lifecycle: read state, create model/prop, edit materials, rig, animate, preview, validate, export, undo, and async operation handling. Minor gaps exist — there is no tool to list pending operations (only get_operation by known request_id) and no way to edit or add geometry after creation beyond materials/undo, but agents can work around these.