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Glama

rig_creature

Build game-ready rigs and clip sets for non-humanoid creatures from layered PSD art, composing existing quadruped, serpent, flier, and FX setups.

Instructions

Rig a non-humanoid creature from its layers and build its clip set, composing the existing rigs (gait / rig_quadruped, rig_serpent chains, rig_flier wings, clip merge by name, fx recipes). kind="" lists every kind with its layer convention (case-insensitive, last group/ part of a PSD name counts), clips and options.

Kinds (clips): slime (idle, hop, hit, win): body = one mesh on a core + n_outline (6-8) outline bones with soft physics; squash keeps the volume (scaleY 0.7 -> scaleX 1.195; options.law="area" -> 1/scaleY); hop = anticipation squash, ballistic parabola (stretch ~ speed), splat recovering on an exact spring; outline wobble in Rayleigh drop modes (mode 3 at 1.936 x mode 2). Events sfx_hop, sfx_land, sfx_hit, sfx_win. golem (idle, stomp, hit): rigid parts with gaps, each lagging its parent through a critically / over-damped filter (zeta >= 1: never overshoots; fists lag two levels); glowing seams (additive glow slot per crack*); stomp = slow heavy rise, gravity drop, dust, event screen_shake (float = px, int = ms) + sfx_stomp. ghost (idle, swoop, fade_out, fade_in): strand-chain body with physics, no legs; bob and sway from two incommensurate periods closed exactly over the loop; alpha breathing; trailing wisp* strands. fade_out ends invisible (bones on setup), fade_in starts there. tentacle (idle, reach, slam): tentacle layers each a rig_serpent tentacle chain off the core with reach IK on the tip; idle phases per tentacle; reach = spring strike + IK grab (sfx_reach, sfx_grab); sucker template clones swap to stretched art while the tentacle stretches; slam whips (screen_shake). dragon (idle, walk, fly, breath, roar): rig_quadruped body + serpent neck and tail + bat wings (rig_flier stroke); breath = generated fire flipbook from the mouth (fx_fire, sfx_breath) with an ae_hint for the AE fire template; roar with screen_shake. insect (idle, walk, fly): leg_{L|R}{1|2|3}_{upper|lower}, tripod (or wave) gait with sfx_step per foot, antenna strands, wing-blur flipbook in fly. plant (idle, grow, attack): trunk chain, branch* strands, root* IK feet, leaf* physics fans; grow is diffusion-limited (front s = sqrt(2 k t)), leaves pop on a spring; attack whips a branch (screen_shake). mimic (idle, open, bite, land, win): spring hinge lid (exact overshoot), gravity close with restitution bounces, tongue strand, teeth; open fires the FX shine; land / win through the juice_apply contract.

Loops close exactly, one-shots end on the setup pose; the artist's setup never moves. The result reports the bones / slots / constraints and qa.budget(mobile_character).

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
kindNo
seedNo
clipsNo
optionsNo
projectNo
exaggerateNo

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.2.0

TDQS

A4.1/5.0
Behavior4/5

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

With no annotations, the description carries the full burden and does disclose meaningful traits: loops close exactly, one-shots end on the setup pose, the artist's setup never moves, and the result reports bones/slots/constraints plus qa.budget(mobile_character). It omits what project/file state is mutated, whether seed makes runs deterministic/reproducible, and any idempotency guarantees.

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

Conciseness4/5

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

Front-loads the core action and layer convention, then organizes per-kind behavior into an indented, scannable list. It is long and duplicates detail that kind="" would return at runtime, but nearly every line carries decision-relevant physics/gait/event information rather than filler.

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

Completeness4/5

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

For a complex 8-kind generator with no output schema, the description is largely self-sufficient: it details clips, physics, events, loop/one-shot end states, and what the result reports. Gaps remain around prerequisites, which assets/skeleton it writes to, and the meaning of seed/project/exaggerate.

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

Parameters3/5

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

Schema description coverage is 0% across 6 params, so the description must compensate and only partly does: it explains kind (with a '' enumeration shortcut), clips (per-kind listings) and some options keys (options.law="area"). It says nothing about seed, project, or exaggerate, leaving a third of the parameters undocumented for a tool with no schema-level help.

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?

States a specific verb+resource+scope: 'Rig a non-humanoid creature from its layers and build its clip set', immediately distinguishing it from the humanoid rig_biped and naming the sibling rigs it composes (rig_quadruped, rig_serpent, rig_flier). An agent can identify exactly what this tool produces without opening the schema.

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?

Gives clear operating context: kind="" enumerates every kind with its layer convention, clips and options, which is a concrete entry point, and the 'non-humanoid creature' framing implicitly separates it from rig_biped. However it never explicitly says when to call it instead of using the composed rigs (rig_quadruped/rig_serpent/rig_flier) directly, nor states prerequisites such as an imported PSD.

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