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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
SPINE_BINNoPath to the licensed Spine CLI executable. When set, it has priority over auto-detection.
SPINE_HEAD_WORDSNoComma-separated list of words to override the default head classifier (default: head,face,golova,crown,tooth).

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
spine_doctorA

Report whether the Spine CLI and Python deps are available.

inspect_sourceA

List the parts and detected head-state families of a .psd or a PhotoshopToSpine export folder, WITHOUT building anything. Use this first to confirm what will be rigged.

rig_and_animateA

Build a rigged + animated Spine skeleton from a cut-up character.

source path to a .psd OR a PhotoshopToSpine export folder out_dir where to write .json/.atlas/.png (e.g. a game's static/assets/spine//) name skeleton name (defaults to the source basename) kind "symbol" or "mascot" (reserved; both rig the same body+head now) anims subset of ["idle","win","blink","pop"] (default all applicable) make_editable also emit an editable .spine next to the source (Spine CLI)

Returns a summary incl. file paths and an editable-project path.

build_workflowB

Run the complete production workflow: rig, animate, mesh/weight, add optional IK and clipping, save/export when Spine is installed, render a preview, and write rig_report.json. Set rig_only for a zero-animation rig.

audit_previewB

Reject blank/static previews and compare duration, motion, and occupancy against an optional art-direction reference before a delivery is accepted.

apply_motion_specA

Compile an explicit numeric motion spec into a Spine skeleton.

Inspect the source/project first, translate art direction into timed bone and slot tracks with named eases, then call this tool. Specs contain fps, clips, optional handoffs, and bone/slot keys. This validates target names, curve generation, frame alignment, intro→loop handoffs, and loop seams.

validate_motionC

Audit authored clips for frame-grid, curve, handoff, and loop-seam errors.

validate_outputC

Validate bone, slot, skin, IK, atlas, texture, and animation references.

pack_atlasB

Pack a folder of PNGs into .atlas + .png with the Spine packer.

make_projectB

Import a runtime skeleton json into an EDITABLE .spine project.

export_projectB

Export a .spine project to runtime files (fmt: json|binary, +pack for atlas).

project_infoB

Print bones/slots/animations of a .spine project or skeleton .json.

previewB

Render a keyframe-montage PNG of a built rig (idle/win/blink/pop poses).

rig_dir folder holding .json (the out_dir from rig_and_animate) images_dir folder with the part PNGs (defaults to the source export images) out_png output path (defaults to /_preview.png)

batchB

Rig every PhotoshopToSpine export subfolder under roster_dir into out_root//. Returns per-character summaries.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

A3.5/5.0

Scored across 14 tools

Disambiguation4/5

Most tools have clearly distinct purposes (inspect_source vs rig_and_animate vs apply_motion_spec vs pack_atlas). The main overlap is build_workflow, which subsumes rig_and_animate plus mesh/clip/export steps, so an agent may be unsure whether to use the atomic tool or the all-in-one pipeline. The validation trio (audit_preview, validate_motion, validate_output) is distinguishable by target but close enough to require care.

Naming Consistency4/5

The set mostly follows a verb_noun snake_case pattern (inspect_source, rig_and_animate, apply_motion_spec, validate_motion, pack_atlas, make_project, export_project). A few deviations exist — spine_doctor and project_info are noun-first, while preview and batch are bare. Still readable and largely predictable.

Tool Count4/5

14 tools for a full rig/animate/validate/export pipeline is reasonable and most earn their place as distinct pipeline stages. It sits at the higher end but does not feel redundant given the breadth of the workflow.

Completeness5/5

The surface covers the full lifecycle: environment check (spine_doctor), inspect, rig/animate, motion-spec authoring, mesh/IK/clip validation, atlas packing, editable project round-tripping (make_project/export_project/project_info), preview rendering, batch roster processing, and quality gating. No obvious dead ends.

Maintenance

ActivityMaintained
ResponsivenessNo issues