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    • A
      license
      Not graded
      quality
      A
      maintenance
      Enables AI agents to create, manage, and download 3D models, textures, images, rigged characters, and animations through natural conversation.
      12,398 npm
      50
      MIT
    • A
      license
      Not graded
      quality
      F
      maintenance
      Enables AI agents to generate structured, part-aware 3D assets with named parts and real joints, allowing separate editing and integration into game engines, simulations, and AR scenes.
      5
      MIT
    • A
      license
      Not graded
      quality
      B
      maintenance
      Enables AI agents to run a fully local 3D asset production pipeline: submit a reference image and a plain-language brief, generate a textured GLB, render multi-view images, inspect results against the renders, and export Blender-checkable scenes through self-describing figure_* tools. Every run also writes a provenance ledger recording inputs, commands, backend versions and output hashes so any artifact can be reproduced or audited.
      1
      AGPL 3.0

    TDQS

    A4.3/5.0

    Scored across 20 tools

    Disambiguation5/5

    Each tool has a clearly distinct purpose: generation (reference, variation, full 3D), selection, downloading, inspection, validation, normalization, PBR extraction, sound effects, rigging, animation, retopology, batch operations, and spend reporting. Even similar tools like generate_asset_reference and create_game_prop are differentiated by their roles (raw generation vs. convenience wrapper that stops at candidate selection).

    Naming Consistency5/5

    All tool names follow a consistent verb_noun snake_case pattern (e.g., get_asset_job, create_3d_asset, download_asset, validate_game_asset). Minor variation between 'create_' and 'generate_' is acceptable since they reflect different actions (creating a final asset vs. generating intermediate references). The naming is highly predictable.

    Tool Count4/5

    With 20 tools, the surface is broad but well-scoped for a comprehensive game asset pipeline covering generation, modification, validation, and auxiliary operations. It is on the higher end of typical, but each tool earns its place; no redundant or trivial tools exist.

    Completeness4/5

    The toolset covers the full asset lifecycle: generate references, select, create 3D, download, inspect, validate, normalize, extract PBR, rig, animate, retopologize, and batch prepare. Minor gaps include no explicit job deletion or advanced manual editing (e.g., UV sculpting), but these are not core to the stated purpose and can be worked around.

    Maintenance

    ActivityMaintained
    ResponsivenessSlow