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maya_unreal_make_lods

Reduce mesh triangle counts across multiple LOD levels while preserving borders, hard edges, and UVs. Optionally groups LODs for Unreal Engine and supports dry-run prediction.

Instructions

원본을 복제해 LOD 메시를 만듭니다. 원본(LOD0)은 줄이지 않습니다.

만든 뒤 반드시 maya_viewport_capture 로 눈으로 확인하세요. 삼각형 수와 토폴로지 지표가 전부 정상이어도 실루엣이 깨져 있을 수 있습니다. 수치만 보고 "완료" 라고 보고하지 마세요.

감소율을 임의로 정하지 마세요. 실루엣이 무너지는 지점은 에셋마다 다릅니다. 사용자가 값을 주지 않았다면 기본값으로 만든 뒤 결과를 보여주고 조정 여부를 물어보세요. 캐릭터나 실루엣이 중요한 에셋은 첫 단계를 70~80 으로 올리는 편이 안전하고, 배경 소품은 더 공격적으로 줄여도 됩니다.

Args: objects: 대상. 비우면 선택, 선택도 없으면 씬 전체 메시. keep_percent: LOD1 부터 각 단계에서 남길 삼각형 비율(%). 원본 기준. 생략하면 [50, 25, 12]. 예) [75, 50, 25] 는 더 보수적인 감소. lod_group: True 면 Maya LOD 그룹으로 묶습니다. 언리얼 FBX 임포터가 이걸 인식해 LOD 를 자동 구성합니다. keep_borders: 메시 경계 보존. 열린 메시에서 끄면 형태가 무너집니다. keep_hard_edges: 하드 엣지와 크리스 보존. 각진 에셋에 중요합니다. keep_uv_borders: UV 경계 보존. 끄면 텍스처가 늘어납니다. dry_run: True 면 예상 삼각형 수만 계산하고 씬은 건드리지 않습니다.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
dry_runNo
objectsNo
lod_groupNo
keep_bordersNo
keep_percentNo
keep_hard_edgesNo
keep_uv_bordersNo
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Since no annotations are provided, the description carries the full transparency burden. It discloses the original mesh is not reduced, dry_run avoids scene changes, default percentages are [50,25,12], and it warns that silhouette breakage can occur even with normal metrics. It also explains consequences of disabling keep_borders, keep_hard_edges, and keep_uv_borders, which is thorough and beyond mere operation.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is well-structured: a concise intro, three high-value warning sentences about visual verification and reduction policy, and a bulleted Args list. Every sentence earns its place, and the length is justified for a tool with seven parameters and important workflow caveats. It is front-loaded with the core purpose.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given no output schema and no annotations, the description covers the tool's purpose, all parameters with defaults and implications, and the necessary post-action verification. It also explains how lod_group integrates with the Unreal FBX importer, and dry_run's non-destructive behavior. The description is complete enough for an agent to select and invoke correctly without guessing.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

With zero schema description coverage, the description fully compensates by defining all seven parameters in the Args section. Each parameter gets a clear explanation: objects (targeting logic), keep_percent (ratio, default, example), lod_group (creation and Unreal import), and the three keep_* flags (what happens when off), plus dry_run. This adds substantial meaning beyond the raw schema.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description opens with '원본을 복제해 LOD 메시를 만듭니다' (duplicates the original to create LOD meshes) and clarifies '원본(LOD0)은 줄이지 않습니다' (the original LOD0 is not reduced), clearly stating the verb and resource. This distinctly differentiates it from sibling tools like maya_unreal_make_collision or maya_unreal_prepare.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description gives explicit workflow guidance: visually check with maya_viewport_capture, do not report done based on numbers alone, and do not set reduction rates arbitrarily. It further advises using defaults then asking the user about adjustments, with asset-type-specific tips (characters 70-80, props more aggressive). It doesn't explicitly name alternatives beyond the verification tool, so it misses the 'when-not' dimension.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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