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Glama
gprethesh
by gprethesh

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
workspaceYesThe absolute path to the animation workspace folder (e.g. /absolute/path/animation-projects).
bridge-dirYesThe absolute path to the connection folder used for the Cascadeur bridge session (e.g. /absolute/path/cascadeur-session).

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
}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
cascadeur_statusA

Check app heartbeat, workspace, bridge version and scripting opt-in without changing the scene.

cascadeur_capabilitiesA

Discover installed app tools, actual editor methods, license flags and limitations. Presence is not proof of execution.

cascadeur_get_stateA

Inspect current scene, frame range, selection and object counts.

cascadeur_list_scenesA

List open scene tabs with current indices and names.

cascadeur_activate_sceneA

Activate a scene index returned by list_scenes. Refresh indices before use.

cascadeur_new_sceneA

Create a new scene tab. Existing tabs are preserved.

cascadeur_open_sceneA

Open a .casc scene from an absolute path inside the workspace.

cascadeur_save_sceneA

Save a .casc checkpoint inside the workspace; requires overwrite=true to replace an existing file.

cascadeur_list_objectsA

Find objects by name substring and exact type, with stable IDs and pagination.

cascadeur_rig_summaryA

Inspect body, Point and Box controls, joints and finger controller candidates. Names alone do not establish axes.

cascadeur_get_objectA

Inspect an exact object's behaviours and data channels, including unavailable values. Read before editing properties.

cascadeur_get_poseB

Read local/global transforms at a frame. Rotations include WXYZ quaternions and Euler radians.

cascadeur_select_objectsA

Select exact objects for context-sensitive actions. An empty list clears selection.

cascadeur_set_frameA

Move the timeline cursor. Read the returned frame because Cascadeur can clamp it.

cascadeur_set_rangeA

Set playback boundaries. This does not allocate animation data or add keyframes.

cascadeur_list_tracksA

List animation tracks, locks, visibility, keys and interpolation. Tracks differ from additive animation layers.

cascadeur_select_framesB

Select an explicit track interval before physics, mirror, clipboard or timeline actions.

cascadeur_set_keysC

Add or update keys and allocate animation data on explicit unlocked tracks.

cascadeur_remove_keysA

Remove keys from explicit tracks. Frame 0 is protected; save a checkpoint first.

cascadeur_set_interpolationA

Set outgoing interpolation at existing keys. Verify overshoot and intermediate poses after changing it.

cascadeur_set_poseA

Key body or finger controls in one edit. Position uses scene units, delta rotation uses degrees; rig solving can adjust values.

cascadeur_animate_transformsA

Author body and finger animation in a batch. Delta rotations reference a pre-edit frame, default 0. Read poses and render to verify.

cascadeur_set_propertiesA

Edit discovered scalar/vector data channels. Advanced: can change rig/physics behavior. Read get_object first; no guessed names.

cascadeur_sample_motionA

Sample global trajectories, path lengths and maximum step distances. Useful for drift/jumps; not an artistic quality score.

cascadeur_mirrorB

Mirror explicit controls at the current frame or selected interval. Requires valid mirror mappings on the rig.

cascadeur_set_view_modeB

Choose clean mesh review or a rig controller display mode for the active viewport.

cascadeur_get_cameraA

Read the active viewport camera for restoring a view after hand/body closeups.

cascadeur_set_cameraB

Set the active viewport camera position/target in scene units.

cascadeur_frame_objectsC

Frame body or finger controls in the viewport for visual inspection.

cascadeur_capture_viewportC

Render a PNG of the active viewport and return it as an MCP image. Use distinct filenames per pose.

cascadeur_import_fbxA

Import an FBX from the workspace. Animation replaces matching rig data; save a checkpoint and inspect skeleton mappings.

cascadeur_export_fbxA

Export FBX after checking app license. Verify the exported skeleton, frame range and axes in the receiving app.

cascadeur_list_actionsC

List curated menu actions for physics, AutoPosing, retargeting, cycles, playback and visual review, with verification status.

cascadeur_run_actionA

Dispatch a named action from list_actions on an explicitly named scene. Many are toggles or depend on selection/license. Dispatch is not verified success.

cascadeur_inspect_apiA

Read live Python API member names/signatures/docs without executing methods. Prefer this over guessing from stale stubs.

cascadeur_inspect_toolB

Inspect a discovered tool/editor and optional public attribute path. Exposes actual signatures for advanced scripts.

Prompts

Interactive templates invoked by user choice

NameDescription
animate_characterStart an animation task with inspection, checkpoints and visual verification.

Resources

Contextual data attached and managed by the client

NameDescription
ai_guideVerified workflow, tool selection, finger calibration and limitations for AI agents.
scene_resource

TDQS

A3.6/5.0

Scored across 36 tools

Disambiguation5/5

Each tool targets a distinct resource or action: scene creation vs. opening vs. saving, pose reading vs. writing, viewport vs. camera, FBX import/export, API inspection vs. tool inspection, etc. Even similar-sounding tools like list_objects and get_object differ clearly in scope (list vs. exact). No overlapping purposes that would cause misselection.

Naming Consistency5/5

All tools follow the same cascadeur_verb_noun pattern with verbs like get, set, list, open, save, import, export, run, inspect, activate, select, capture, etc. The naming is entirely snake_case and verb-first, making it predictable and easy to navigate. No deviations or mixed conventions.

Tool Count4/5

With 36 tools, the count is on the high side but justified given the complexity of a full-featured 3D animation tool like Cascadeur. Each tool serves a distinct function across scene management, rig inspection, posing, animation, timeline, viewport, and FBX. It feels comprehensive rather than bloated, though it exceeds the typical 3-15 range.

Completeness4/5

The surface covers the core workflows: scene creation/opening/saving, FBX import/export, viewport control, object and rig inspection, selection, keyframe and interpolation editing, pose and batch animation, track management, and motion sampling. Minor gaps exist, such as no explicit scene deletion or object deletion/duplication, but these are not critical for the primary animation-focused purpose and can be worked around via other tools.

Maintenance

ActivityMaintained
ResponsivenessNo issues