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    TDQS

    A4.4/5.0

    Scored across 16 tools

    Disambiguation5/5

    Each tool has a clearly distinct purpose: general execution/undo/info/ping, command discovery/help, viewport capture, and Unreal-specific checks/prep/cleanup/LOD/collision/import/export. The three 'check' tools are separated by domain (geometry, skeleton, materials), and cleanup tools are also distinct. maya_execute is explicitly a fallback for tasks without dedicated tools, avoiding overlap.

    Naming Consistency4/5

    All tools share the consistent 'maya_' prefix and use snake_case. The Unreal-specific tools follow a clean 'maya_unreal_<verb>_<noun>' pattern (check_skeleton, make_lods, import_fbx). However, general tools mix verb-first (execute, undo, ping, search_commands) with noun-first patterns (scene_info, command_help, viewport_capture), creating a minor inconsistency.

    Tool Count4/5

    At 16 tools, this is slightly over the typical 3-15 well-scoped range. However, each tool serves a distinct need in the Maya-Unreal pipeline, so the count feels justified rather than bloated.

    Completeness4/5

    The tool set covers the full Unreal export workflow: scene inspection, code execution, auditing (geometry, skeleton, materials), preparation, material cleanup, LOD creation, collision creation, and FBX import/export. The only notable gap is the absence of a dedicated skeleton fixer, but this is intentional (auto-fixing can damage skin weights) and can be performed via maya_execute.

    Maintenance

    ActivitySlowing
    ResponsivenessNo issues