Roxy Blender MCP
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TDQS
Scored across 58 tools
With 58 tools, several clusters overlap—quality checks (review_model vs analyze_quality, check_contacts vs inspect_connections), import/export variants (import_asset vs import_model_file, export_model vs export_skeletal vs make_game_asset), and capture tools (look vs viewport_screenshot). The verbose descriptions explicitly distinguish them, but the sheer number and proximity of related operations will still force careful reading to avoid misselection.
Tool names are overwhelmingly snake_case with verb_noun or noun_verb patterns, and prefixes like create_*, add_*, setup_*, uv_*, rig_*, export_*, import_* are used consistently. A handful of single-word verbs (look, scatter, animate, batch) and noun-first names (viewport_screenshot, modeling_progress) are minor deviations.
58 tools far exceeds the typical 3–15 well-scoped range and even the 25+ 'too many' threshold, placing it in extreme mismatch territory for a single MCP server. Although each tool has a specialized role, the cognitive load and selection risk are very high.
The surface covers the full 3D lifecycle: scene inspection, primitive and advanced mesh creation, editing, modifiers, materials, UV, lighting, camera, rendering, procedural detail, animation, prop/character rigging, game-asset baking/export, asset libraries, and quality analysis. execute_python also acts as an escape hatch, so there are no obvious dead ends.