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DX12 Engine MCP Server

by ryuto-alt

アニメーション再生

dx12_play_anim

Play skeletal animation clips with crossfade on an entity by name or index. Adjust blend duration and loop mode for smooth transitions.

Instructions

スケルタルアニメーションのクリップをクロスフェード再生する(Lua の playAnim/playAnimByName と同じ経路)。clipName(名前) か clip(index) で指定、blend はフェード秒(既定 0.3)。loop を渡すとループ設定も変更。クリップ一覧は dx12_get_anim_state で確認。★アニメーションの更新は Play 中に進む。entity(id) か name 指定。

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
clipNoクリップ index。clipName と排他(clipName 優先)。省略時 0。
loopNoループ再生するか。省略で現状維持。
nameNoエンティティ名(完全一致)。id の代わりに使える。Stop 後など id が変わる場面で安定。
blendNoクロスフェード秒。省略で 0.3。
entityNoエンティティ id(int)。name と排他。
clipNameNoクリップ名(完全一致)。dx12_get_anim_state の clips から選ぶ。

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultNoエンジンからの生の結果。実際の形は各ツールの説明 / dx12_describe_components を参照。text にも同内容を JSON 文字列で格納。
Behavior4/5

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

Beyond annotations (openWorldHint=false), the description discloses that animation updates only during Play and that name is stable after Stop. This adds useful behavioral context, though side effects like entity state changes are not mentioned.

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?

The description is a single concise paragraph that front-loads the core action and options. It avoids redundancy with schema but could be slightly more structured with bullet points.

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?

Given the presence of an output schema (not shown), the description adequately covers clip lists, entity identification, and parameter defaults. It misses error cases or behavior when both clip and clipName are omitted, but is sufficient for typical use.

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

Parameters4/5

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

Schema coverage is 100% with parameter descriptions. The description adds usage semantics such as clipName/clip exclusivity, default blend of 0.3, and loop toggle behavior, enhancing understanding beyond 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 clearly states it plays skeletal animation clips with crossfade, specifying via clipName or clip index, and distinguishes from siblings like dx12_play (generic) by referencing the same Lua path and providing specific usage details.

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 advises using dx12_get_anim_state to list clips, notes that animation updates progress during play, and implies entity specification via id or name. It lacks explicit when-not scenarios but provides clear context for use.

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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