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Glama

mpfb_add_asset

Destructive

Equip a MakeHuman character in Blender with one MHCLO mesh asset, such as a garment, body part, or proxy, by specifying the required object_type; rig first so garments attach correctly.

Instructions

Equip a MakeHuman character with one mesh asset from an MHCLO - a garment, a body part (hair, eyes, eyebrows, eyelashes, teeth, tongue) or the body proxy.

Rig the character before dressing it: MPFB rigs a garment only if a rig is present when the garment is attached, and nothing rigs it retroactively. The asset is attached either way, and rigged_to names the armature or is null with parented_to naming the basemesh.

object_type is required, and is exactly what mpfb_list_assets reports for the entry: Clothes, Proxymeshes, Eyes, Eyebrows, Eyelashes, Hair, Teeth or Tongue. MPFB's own function defaults it to "Clothes", which mislabels a body part silently and permanently, so there is no default here; object_type_recorded echoes what was stored.

Name the asset with either path or fragment, never both; mpfb_list_assets reports both. A fragment ("fedora/fedora.mhclo") is portable but is resolved by basename, so two packs shipping hat.mhclo resolve to a coin toss - check resolved_path when path_resolved_by is "fragment".

material_type is MAKESKIN, GAMEENGINE, PROCEDURAL_EYES or NONE, and is best left unset: it then follows MPFB's settings panel per asset type - NONE for Proxymeshes, MAKESKIN for everything else - and material_type_used reports the choice. PROCEDURAL_EYES is accepted only for Eyes. NONE deletes the imported mesh's materials and creates nothing, even when the MHCLO names one; material_created and warnings say when that happened.

subdiv_levels (default 1, MPFB's own) sets the subdivision modifier's render level, viewport level 0; 0 adds no modifier. set_up_rigging, interpolate_weights, import_subrig and import_weights are MPFB's own flags at MPFB's own defaults. Fitting to the body and the delete group are unconditional, so neither has an argument, and an alternative material is chosen afterwards with mpfb_set_asset_material.

On added: true, result carries asset_object_name - read off the created object, since Blender uniquifies a name already in use, and the address mpfb_remove_asset and mpfb_set_asset_material need - plus basemesh_name, resolved_path/path_resolved_by/asset_source, object_type_recorded, material_type_used, material_created/material_name, rigged_to or parented_to, subrig_object_name, delete_group_name and delete_group_applied_to, subdiv_modifier_added, warnings for what MPFB only logs, and proxy_extras - the four things a Proxymeshes asset gets from MPFB's .mhm loading path, which this follows rather than its proxy library panel.

Refusals come back as added: false (and so performed: false) with a blocked_by and a sentence: subject_not_found, asset_not_found, unknown_object_type (with known_object_types), invalid_material_type, no_asset_subdir and not_object_mode.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameNo
pathNo
fragmentNo
object_typeYes
import_subrigNo
material_typeNo
subdiv_levelsNo
import_weightsNo
set_up_riggingNo
interpolate_weightsNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

A4.9/5.0
Behavior5/5

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

Goes far beyond the destructiveHint/readOnlyHint annotations: it discloses that NONE deletes imported materials, that object_type has no default because MPFB's default silently mislabels, that fragment resolution is by basename and can collide, that fitting/delete-group are unconditional, and it enumerates the refusal codes (added:false with blocked_by). This is unusually rich behavioral disclosure.

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-loaded with purpose and then a bolded critical prerequisite; the dense parameter-by-parameter paragraphs each earn their place given 10 params at 0% schema coverage. It is on the long side and a few sentences pack multiple facts, but there is little outright waste.

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?

For a 10-parameter, non-idempotent, destructive mutation, the description covers prerequisites, parameter semantics, side effects, and failure modes. It even summarizes the success result fields, though an output schema exists, so nothing an agent needs is missing.

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?

Schema description coverage is 0%, so the description must carry parameter meaning and it does: object_type required with exact enum values, path XOR fragment exclusivity, material_type's four values and per-type defaulting, subdiv_levels controlling render vs viewport level, and the four MPFB-default flags. Almost every one of the 10 parameters is explained.

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?

Opens with a specific verb+resource ('Equip a MakeHuman character with one mesh asset from an MHCLO') and enumerates the asset kinds covered. It also implicitly distinguishes itself from siblings by naming mpfb_remove_asset and mpfb_set_asset_material as the follow-up/adjustment tools.

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

Usage Guidelines5/5

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

Explicitly states the ordering prerequisite ('Rig the character before dressing it', with the consequence of not doing so), names the alternatives for material changes ('mpfb_set_asset_material'), and tells the agent when to consult mpfb_list_assets for object_type/path/fragment values.

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