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Glama
MnxD2A6
by MnxD2A6

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
CASCADEUR_MCP_INSTANCENoHost and client must use the same `CASCADEUR_MCP_INSTANCE` if changed from `c01`.c01

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{
  "listChanged": false
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
get_bridge_capabilitiesB

Read contracts from the actual loaded host; runtime rig and license preconditions remain unevaluated.

ping_cascadeurA

Confirm a live response from the Cascadeur host bridge.

get_scene_infoA

Read current Cascadeur scene name, frame and object count.

get_objectsB

Read a bounded page of object names and types; names are not unique IDs.

get_current_frameA

Read current frame and available animation frame count.

set_current_frameB

Switch to an existing frame; require expected scene name; returns actual frame.

get_transformB

Read world position (scene units), rotation quaternion [w,x,y,z] and track key state for a unique object name.

set_transformA

Set world position and/or unit quaternion [w,x,y,z] on an existing keyframe. Only isolated unlocked object tracks. Returns before/after. Timeout means unknown outcome: read back, never blindly retry.

get_poseA

Read an explicit object list (Phase 2) OR all real Joints under root (Phase 3), with parents and local/global transforms. One round-trip; does not move playhead.

set_keyframeA

Create a key on an isolated unlocked object's track at an existing frame, preserving pose. Not per-channel keying. Timeout means unknown outcome; read back before retrying.

get_local_transformB

Read actual parent-relative position/quaternion at frame, default current.

get_global_transformB

Read actual world position/quaternion at frame, default current.

set_poseA

Batch-write 1-32 joints in one checked host transaction and one MCP call. Requires a <=121-frame, unit-scale, isolated-track linear FK Joint subtree. Automatically captures clip snapshot; returns before/after. Timeout is unknown outcome; read back before retry.

save_pose_snapshotA

Capture all local/global clip transforms and topology/key guards for a Joint subtree in host memory. Up to 32 snapshots per host session; invalid after restart. Alternatively supply scene_id and character_id for full real-character state and bounded native history (16 snapshots). Durable variant: scene_id, character_id, absolute new .json path and optional frame. Saves ONE pose, all Point controls and read-only joint verification; no vendor assets.

restore_pose_snapshotA

Restore clip transforms from an opaque host-memory snapshot with identity/topology/key-layout guards and full readback. Not a general scene undo; refuses changed track structure. For character snapshots supply scene_id; uses bounded native Undo with full-state verification; refuses external scene edits. Durable variant: scene_id, character_id, path. Restores ONE pose across restarts; verifies joints before commit, recomputes adjacent interpolation, refuses incompatible rigs. Not a whole-clip backup.

set_local_transformC

Set one joint in local space using the bounded batch engine. Captures recovery snapshot first and interpolates linear FK tracks.

set_global_transformB

Set one joint in world space using the bounded batch engine; descendants follow through host update. Captures recovery snapshot first.

list_charactersA

List actual RigInfo owner UUIDs in the saved scene; names are display labels only.

get_character_skeletonA

Read full native joint hierarchy, rig controls, bindings, constraint references and shared tracks by character UUID.

get_character_poseA

Read every character joint local/global transform plus all native Point targets in ONE call. Returned pose is writable by set_character_pose.

set_character_poseA

Write the complete native Point target set in ONE native transaction at an EXISTING frame (0-120). Rig solves joints; constraints and IK mode retained. Captures full-scene snapshot; failures automatically verify rollback. Exclusive C01 pose editing required; timeout is unknown outcome, read back before retry.

play_animationA

Start a bounded native Timeline.Play observation on a stopped scene. Returns pending: call stop_animation later for measured playback/stop evidence. Never advances frames with a script. Requires exclusive playback ownership; rejects edits while active.

stop_animationA

Stop only playback owned by this bridge; return actual frame observations and stop verification. Idempotent after automatic end stop. Cannot stop arbitrary external playback.

get_rig_semanticsB

Discover and validate Cascy v1 role groups, native Point UUIDs, rig bindings and topology fingerprint. Driven joints are read-only. Refuses ambiguous names or unsupported topology.

get_semantic_poseA

Read named Point targets in world scene units. Defaults to all 11 roles plus read-only joint states. Optional roles selects 1-11 unique semantic roles; include_joint_state=false omits joint states. Full rig validation always runs. A partial read does not validate animation quality or whole-body motion.

set_semantic_poseA

Patch named role/slot world-position targets in one native transaction; omitted slots retain the target frame values. Preserves rig constraints. Read solver-adjusted result; timeout means unknown outcome.

set_pose_sequenceA

Write 1-8 unique existing frames of semantic Point targets in ONE MCP call / ONE checked native transaction. Patches merge with pre-transaction state. Failure checks restoration; unverified recovery locks further writes. No timeline extension. Read back after timeout.

get_semantic_pose_sequenceA

Read 1-8 unique existing frames in ONE MCP call, in requested frame order. Optional roles and include_joint_state select values after complete rig validation. Uses native stored values, without moving the playhead or caching a rig between requests.

offset_semantic_pose_sequenceA

Translate every Point slot of each named role by its world-space [dx,dy,dz] at 1-8 existing frames. Each frame uses its own current targets. ONE checked transaction with full-scene snapshot and rollback verification. Creates full-character keys and LINEAR intervals; does not preserve authored easing. Returns actual solved edited roles, not requested values. Not idempotent: another call adds the offset again. Never auto-retry after timeout; read back first. No rotation, scale, timeline extension or finger curling.

offset_semantic_pose_sequence_preserving_curvesA

Offset named Point role groups at 1-8 EXISTING KEYS on their tracks, in one checked transaction. Preserves key layout, track membership, interpolation, easing weights and supported tangent metadata; no key creation. Writes only selected Point channels. Checks all-frame geometry, unedited FIXED/baked tracks and Point keys outside requested frames. Rejects editing FIXED tracks, custom tangents, additive stacks, cycles or unavailable state. Edited trajectories and solver-coupled rig Points/Joints can change; read actual adjustments. Not idempotent; read back after timeout. No rotation, finger curling or timeline extension.

get_fbx_export_statusA

Read the current native FBX export entitlement and loader methods. No export or file writes. Method availability is not proof of a successful export.

inspect_character_motionB

Read native track curves, rigid-body mass-weighted COM and rig connection errors at every stored frame (max 121). Does not move the playhead.

retime_character_motionB

Retime 2-8 complete synchronized character keys and set native interpolation/easing weights in ONE checked transaction. Preserves solved Point poses and verifies all joint key states; only exclusive IK character tracks. Snapshot/rollback automatic. No arbitrary tangent vectors or AI interpolation. Read back after timeout.

save_scene_copyA

Save the active native scene to a NEW absolute .casc file; never overwrite. Returns file SHA256. Native scene identity can change: rediscover afterwards.

export_fbxA

Export the complete single-character scene with baked skeleton/mesh/animation via native FbxLoader. Full stored frame range only; ASCII, Y-up, Euler filter. Saves a NEW .casc copy first (scene identity changes). New FBX by default; replacing a file requires its exact expected_sha256. Rejects unsupported scopes. Read back files after timeout.

get_hand_poseB

Read Cascy finger local rotations and verified hierarchy bindings; body hand Points do not control finger shape.

set_hand_pose_sequenceA

Write 1-8 frames of semantic left/right finger local unit quaternions in one checked native transaction. Only validated Cascy finger chains, not body joints. Preserves existing body keys and interpolation; read back after timeout.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

B3.3/5.0

Scored across 37 tools

Disambiguation2/5

Multiple tools overlap heavily in purpose: reading transforms via get_transform, get_local_transform, get_global_transform, get_pose, get_character_pose, and get_semantic_pose all retrieve similar data in different contexts, and writing transforms has many parallel variants. While descriptions distinguish contexts, an agent could easily misselect among this dense set.

Naming Consistency5/5

Tool names follow a consistent snake_case verb_noun pattern throughout (e.g., get_scene_info, set_pose, save_pose_snapshot, export_fbx). Minor variations in verb choice (e.g., inspect, retime) remain within a predictable convention.

Tool Count2/5

With 37 tools, the set is heavy and exceeds the typical 25+ threshold for 'too many.' While the domain is complex, many tools could be consolidated, and the large count increases cognitive load and selection difficulty.

Completeness3/5

The toolset covers reading/writing poses, transforms, sequences, snapshots, export, and playback, but notable gaps exist: no deletion of keyframes, objects, or characters; no creation of objects or characters; and no undo beyond snapshots. These omissions may force workarounds for lifecycle management.

Maintenance

ActivityMaintained
ResponsivenessNo issues