game-asset-mcp
game-asset-mcp
Ein MCP-Server, der es einem KI-Agenten ermöglicht, spielfertige 3D-Assets Ende-zu-Ende zu erstellen – Referenzbild, Mesh, PBR-Texturen, Provenienz – und Meshes neu zu texturieren, die du bereits besitzt.
Die meisten Asset-Generierungs-Tools hören bei „Prompt eingeben, Mesh erhalten" auf. Das ist die einfache Hälfte. Die Hälfte, die ein Projekt tatsächlich blockiert, ist das Mesh, das du bereits hast: das Kitbash, das du letzte Woche modelliert hast, das Marktplatz-Prop, dessen Materialien nicht zu deiner Art Direction passen, der Greybox, der bis Freitag wie korrodierter Stahl aussehen muss. texture_existing_asset nimmt ein Mesh, das du lieferst, und gibt ihm neue PBR-Materialien, ohne die Geometrie neu zu generieren, die du bereits freigegeben hast.
Alles wird protokolliert. Jeder Auftrag speichert den Prompt, den Seed, die Provider-Modellversion, die Provider-Task-ID und einen SHA-256 für jedes heruntergeladene Byte – so kannst du sechs Monate später immer noch beantworten: „Was hat diese Datei erzeugt?"
Der Server ist von Natur aus provider-agnostisch. Heute steuert er Tripo für 3D und Leonardo.Ai für Referenzbilder und Soundeffekte, hinter drei kleinen Schnittstellen (ImageProvider, Model3DProvider, AudioProvider). Das Hinzufügen eines Providers ändert die Tool-Oberfläche nicht. Siehe docs/architecture.md für die Gründe, warum es so aufgebaut ist.
Anforderungen
Node.js >= 18.17 – der Server verwendet globales
fetch,FormData,BlobundAbortController.Keine nativen Module, keine Build-Toolchain, keine Datenbank. Er läuft überall, wo Node läuft.
Optional: Eine lokale Blender-Installation 4.x+ ermöglicht die Reparatur-Hälfte von
normalize_meshundbatch_prepare_meshes. Jedes andere Tool funktioniert ohne sie; das Tool verweigert mit Anweisungen, wenn es fehlt. Auf macOS ist Blender nicht imPATH, also setzeBLENDER_PATHoder verlasse dich auf den gebündelten Standard/Applications/Blender.app.Mindestens ein Provider-API-Schlüssel (siehe Konfiguration). Einer reicht – sie werden lazy validiert.
Related MCP server: Context3D MCP Server
Installation
Direkt von GitHub installieren. Beide Formen bauen das TypeScript während der Installation, sodass du in beiden Fällen ein ausführbares game-asset-mcp-Binary erhältst.
# run it without installing anything permanently
npx github:theisegoria/game-asset-mcp
# or add it to a project
npm install github:theisegoria/game-asset-mcp
# pin a specific version — recommended for anything you depend on
npm install github:theisegoria/game-asset-mcp#v0.3.7Version pinnen. Ohne ein #vX.Y.Z-Suffix lösen beide Formen auf, was main zu diesem Zeitpunkt ist, was keine stabile Abhängigkeit darstellt. Jede Version ist getaggt, also bekommst du mit #v0.3.7 genau diesen Baum. Versionen sind unter github.com/theisegoria/game-asset-mcp/releases aufgelistet, jede mit den Fehlern, die diese Version behoben hat.
⛔ Pinne nicht v0.3.0, v0.3.1 oder v0.3.2. Spätere Überprüfungen fanden Live-Pfade in diesen, die das Mesh, das du übergibst, zerstören und Erfolg melden. Sie sind nur getaggt, damit die Historie vollständig ist. Ihre Release-Seiten sagen das auch.
Oder arbeite von einem Klon, was du willst, wenn du etwas ändern möchtest:
git clone https://github.com/theisegoria/game-asset-mcp.git
cd game-asset-mcp
npm install
npm run build # emits dist/
node dist/server.jsNicht auf npm. Es gibt kein
npm install @theisegoria/game-asset-mcp– das Paket wird nur über GitHub verteilt. Alles, was dir etwas anderes sagt, ist veraltet.
Der Server spricht MCP über stdio. Direkt in einem Terminal gestartet, sitzt er einfach da und wartet auf einen Client, der mit ihm spricht – das ist korrektes Verhalten, kein Hängen. Logs gehen an stderr; stdout gehört zum Protokoll.
Konfiguration
Setze diese in den env-Block deines MCP-Clients – siehe die Ausschnitte unten. Es gibt kein .env-Laden: Der Server liest process.env und sonst nichts, also tut eine .env-Datei auf der Festplatte nichts, es sei denn, deine Shell oder dein Client exportiert sie zuerst.
Variable | Erforderlich | Standard | Zweck |
| für 3D-Tools | — | Tripo-API-Schlüssel. Erstelle einen unter platform.tripo3d.ai. |
| für Bild- und Audio-Tools | — | Leonardo.Ai-Schlüssel mit aktiviertem API-Zugriff. Ein Schlüssel deckt sowohl Referenzbilder als auch Soundeffekte ab. |
| nein | eingebauter Standard | Überschreibt das Standard-Leonardo-Bildmodell. Ein |
| nein |
| Wo Assets und Auftragsdatensätze geschrieben werden. Relativ zum Arbeitsverzeichnis des Servers. |
| nein |
| Harte Obergrenze für jeden einzelnen Download, die während des Streamings durchgesetzt wird – und auch für jede LOKALE Datei, die du lieferst, sodass ein zu großes Mesh, das du bereits besitzt, mit |
| nein |
| HTTP-Timeout pro Anfrage. |
| nein |
|
|
| nein | automatisch erkannt | Blender-Ausführbare Datei für |
| nein | Tripo-v3-Endpunkt | Ziel des 3D-Providers neu ausrichten. Muss |
| nein | Leonardo-Endpunkt | Ziel des Bild-/Audio-Providers neu ausrichten. Muss |
| nein | unbegrenzt | Sitzungsausgabenobergrenze in US-Cent. Kreditverbrauchende Tools verweigern, sobald sie erreicht ist, bevor sie den Provider kontaktieren. |
⚠️ Tripo-API-Guthaben wird getrennt von einem Tripo-Studio-Abonnement abgerechnet
Das erwischt fast jeden. Ein Tripo-Studio-Web-Abonnement finanziert keine API-Aufrufe. Es sind zwei verschiedene Produkte mit zwei verschiedenen Guthaben. Wenn du fröhlich Modelle in der Studio-Web-App generiert hast und dein allererster create_3d_asset-Aufruf wegen unzureichendem Guthaben abgelehnt wird, hast du nichts falsch konfiguriert – du brauchst API-Guthaben auf der Entwicklerplattform. Kaufe es unter platform.tripo3d.ai, nicht in der Studio-App.
Begrenzung der Ausgaben
Setze ASSET_SPEND_LIMIT_CENTS und jedes kreditverbrauchende Tool prüft es bevor es den Provider überhaupt kontaktiert – auch bevor ein Mesh oder ein Referenzbild hochgeladen wird – und verweigert mit dem verbleibenden Guthaben, anstatt zu überziehen. Die Obergrenze ist in US-Cent, weil die beiden Provider in unterschiedlichen Einheiten abrechnen – Tripo in $0.01-Guthaben, Leonardo in USD – und ein Limit, das sie mischt, würde nichts bedeuten.
Wo ein Provider einen Preis pro Aufruf veröffentlicht, verwenden wir ihn. Wo nicht, verwendet die Absicherung einen bewusst pessimistischen Platzhalter und get_spend_report sagt, welche Zahlen welche sind. Es ist eine Absicherung, keine Rechnung: Echte Gebühren sollten bei oder unter der Schätzung liegen, niemals darüber.
Ein Provider reicht
Anmeldeinformationen werden lazy validiert, in dem Moment, in dem ein Tool sie benötigt, niemals beim Start. Wenn du nur TRIPO_API_KEY setzt, startet der Server problemlos und alle 3D-Tools funktionieren; die Bild-Tools geben einen klaren CONFIG_MISSING-Fehler zurück, der die Variable benennt, die du vermisst. Das Gegenteil gilt auch. Du bist nie gezwungen, ein Konto zu halten, das du nicht willst, nur um die Hälfte der Pipeline zu nutzen, die du willst.
MCP-Client-Einrichtung
Claude Code / Claude Desktop
Füge zu deiner MCP-Konfiguration hinzu (claude_desktop_config.json oder .mcp.json in einem Projekt für Claude Code):
{
"mcpServers": {
"game-asset": {
"command": "node",
"args": ["/absolute/path/to/game-asset-mcp/dist/server.js"],
"env": {
"TRIPO_API_KEY": "tsk_...",
"LEONARDO_API_KEY": "...",
"ASSET_OUTPUT_DIR": "/absolute/path/to/your/project/assets/generated",
"ASSET_LOG_LEVEL": "info"
}
}
}
}Verwende einen absoluten Pfad für args und für ASSET_OUTPUT_DIR. Das Arbeitsverzeichnis eines MCP-Clients ist nicht das, was du denkst, und ein relatives Ausgabeverzeichnis verstreut Assets an einem überraschenden Ort.
Jeder andere MCP-Client
Derselbe Server, generisch beschrieben – ein stdio-Unterprozess:
{
"name": "game-asset",
"transport": "stdio",
"command": "npx",
"args": ["-y", "github:theisegoria/game-asset-mcp"],
"env": {
"TRIPO_API_KEY": "tsk_...",
"LEONARDO_API_KEY": "...",
"ASSET_OUTPUT_DIR": "/absolute/path/to/assets/generated"
}
}Verfügbare Tools
Tool | Verbraucht Credits | Was es tut |
| Nein | Probelauf. Zeigt den exakten Prompt und Negative Prompt, den eine Spec erzeugen würde, damit die Art Direction korrigiert werden kann, bevor etwas bezahlt wird. |
| Ja | Verwandelt eine Asset-Spec in Referenzbilder, die für die Rekonstruktion gebaut sind – isoliertes Motiv, vollständige Silhouette, flaches Licht, schlichter Hintergrund. Erstellt den Asset-Job. |
| Ja | Erkundet eine Achse (Silhouette, Materialbehandlung, Detailierung, Abnutzung, Proportionen, funktionale Komponenten), während die Identität des Objekts fixiert bleibt. |
| Nein | Markiert, welcher Referenzkandidat vom 3D-Schritt rekonstruiert wird. Nur lokale Buchhaltung. |
| Ja | Rekonstruiert ein Mesh mit PBR-Texturen aus der ausgewählten Referenz – oder direkt aus Text, wenn keine Referenz existiert. Gibt sofort mit einem Job zum Abfragen zurück. |
| Ja | Wendet neue PBR-Materialien auf ein Mesh an, das du bereits besitzt (GLB/GLTF/FBX/OBJ/STL) oder auf ein zuvor generiertes. Die Geometrie bleibt unangetastet. |
| Nein | Fragt einen Job ab. Bildet das Statusvokabular des Anbieters auf einen normalisierten Lebenszyklus ab und behält den Rohstatus daneben. |
| Nein | Holt das Modell, die Texturen und Preview-Renderings des Anbieters in deinen Workspace, hasht und protokolliert jede Datei. |
| Nein | Liest ein heruntergeladenes glTF/GLB und berichtet, was tatsächlich darin ist – Meshes, Materialien, Texturkanäle, Größen. |
| Nein | Zerlegt ein glTF-Material in unabhängige Albedo-, Normal- und Roughness-Bilder und entpackt metallicRoughness (Roughness = Grün, Metallic = Blau). Resampling auf exakte Größe, Farbmittelung in linearem Licht und Datenkanälen direkt. |
| Nein | Repariert ein Mesh, damit es verwendbar ist: generiert UVs für Objekte, die keine haben (der übliche Grund, warum ein Mesh nicht texturiert werden kann), verschweißt zusammenfallende Vertices, löst degenerierte Dreiecke auf, benennt jedes Material und erzwingt opakes Blending. Optionale Blender-Abhängigkeit. |
| Ja | Erzeugt einen kurzen Game-Soundeffekt aus einer Beschreibung – Impacts, Waffenreporte, UI-Blips oder eine nahtlose Ambient-Schleife. Fragt ab und lädt inline herunter. |
| Ja – nur Bilder | Der absichtsgeformte Einstiegspunkt: Anfrage in natürlicher Sprache hinein, Asset-Spec plus Referenzkandidaten heraus. Stoppt bewusst vor dem 3D-Kostenpunkt, damit ein Mensch oder Agent zuerst die Referenz auswählt. |
| Nein | Listet bekannte Jobs auf, neueste zuerst, als kompakte Zusammenfassungen. |
| Ja | Baut ein Skelett und Skin-Weights für ein generiertes Asset, damit es animiert werden kann. |
| Ja | Retargetet eine voreingestellte Animation auf ein Asset, das bereits geriggt wurde. Verweigert eine ungeriggte Quelle, statt für nichts abzurechnen. |
| Ja | Baut die Topologie neu auf, standardmäßig Quads – Quads überleben nachgelagerte Bearbeitung und Mesh-Qualifizierung deutlich besser als generierte Dreieckssuppe. |
| Nein | Bewertet ein Mesh gegen eine Shipping-Policy und gibt Bestanden/Nicht bestanden mit Gründen pro Prüfung zurück – UVs, Normalen, Tangenten, Dreiecksbudget, Materialien, Texturauflösung, Bounding-Box-Plausibilität. Jeder Schwellenwert überschreibbar. |
| Nein | Führt validate → normalize → validate über eine Liste von |
| Nein | Was dieser Workspace ausgegeben hat, nach Tool, mit verbleibendem Spielraum – und ob jede Zahl ein veröffentlichter Preis oder ein pessimistischer Platzhalter ist. |
Nur neun Tools können dich Geld kosten, und jedes sagt das in seiner Beschreibung, bevor es aufgerufen wird.
Die kostenlose lokale Hälfte (keine API-Schlüssel, kein Netzwerk)
Elf der zwanzig Tools geben nie einen Credit aus, und nur zwei dieser elf nutzen überhaupt das Netzwerk – get_asset_job fragt ab, und download_asset lädt herunter; beide sind kostenlos, aber es sind Netzwerkaufrufe. Die anderen neun arbeiten offline. Die fünf unten sind die Mesh-Pipeline, und wenn du bereits Meshes hast, sind sie das gesamte Produkt.
Tool | Was es beantwortet |
| Was steckt tatsächlich in diesem glTF? Meshes, Materialien, Texturkanäle, Größen, Grenzen. |
| Ist das versandfertig? Bestanden/Nicht bestanden mit Gründen pro Prüfung und jedem überschreibbaren Schwellenwert. |
| Repariere es: generiere UVs für Objekte ohne, verschweiße zusammenfallende Vertices, löse degenerierte Dreiecke auf, benenne Materialien. |
| Dasselbe, über eine Liste von |
| Zerlege ein Material in Albedo-/Normal-/Roughness-Bilder und entpacke metallicRoughness korrekt. |
Die übliche Schleife ist validieren → normalisieren → erneut validieren, damit die Reparatur bewiesen statt angenommen ist:
validate_game_asset modelPath=/art/crate.glb
→ fails: uvs_present ("nothing can texture this")
normalize_mesh modelPath=/art/crate.glb outputDir=/art/out
→ objectsUnwrapped=2, triangles 3183 → 1750
validate_game_asset modelPath=/art/out/crate_normalized.glb
→ passesbatch_prepare_meshes führt diese Schleife über eine Liste aus und meldet jedes Element separat. Meshes, die bereits bestehen, bleiben unangetastet statt neu geschrieben zu werden, eine fehlerhafte Datei stoppt den Lauf nie, und zwei Quellen mit demselben Basisnamen erhalten unterschiedliche Ausgaben, statt sich gegenseitig zu überschreiben.
Fehlende UVs sind der Defekt, den man kennen sollte. Ein Mesh ohne UV-Koordinaten kann von nichts texturiert werden – nicht von diesem Tool, nicht von einem Anbieter, nicht von dir von Hand. Generatoren und Marketplace-Assets werden routinemäßig ohne sie ausgeliefert. validate_game_asset nennt sie aus diesem Grund zuerst.
Für die Normalisierung wird Blender benötigt (4.x+). Ohne ihn validieren und berichten die Tools weiterhin; sie können nur nicht reparieren. Auf macOS ist Blender nicht auf PATH, also setze entweder BLENDER_PATH oder verlasse dich auf den gebündelten Standardpfad /Applications/Blender.app.
Beispiel-Workflow
Vollständige Pipeline: von der Idee zum inspizierten Asset
1. generate_asset_reference → spends image credits, returns assetJobId + N candidates
2. (inspect the images) → look at the returned reference images and choose one
3. select_reference → free; records which candidate wins
4. create_3d_asset → spends 3D credits, returns a task to poll
5. get_asset_job → free; poll until status is "ready" (or "failed")
6. download_asset → free; pulls model + textures + previews into the workspace
7. inspect_asset → free; confirms what actually landed on diskSchritt 2 ist keine Dekoration. Die Referenz auszuwählen, bevor 3D-Credits ausgegeben werden, ist der ganze Grund, warum die Pipeline hier geteilt ist: Eine schlechte Referenz erzeugt ein zerlaufenes Mesh, und das entdeckst du erst nachdem du für die Rekonstruktion bezahlt hast.
Retexturierung: kürzer, billiger und der Ablauf, den die meisten Tools nicht haben
Du hast das Mesh bereits. Es gibt nichts zu referenzieren, nichts auszuwählen, nichts zu rekonstruieren:
1. texture_existing_asset → spends texturing credits on a mesh you supply
2. get_asset_job → free; poll until ready
3. download_asset → free
4. inspect_asset → freeEin bezahlter Aufruf statt zwei, und die Geometrie, die du bereits freigegeben hast, kommt unverändert zurück.
Kosten und Nebeneffekte
Aufrufe, die Anbieter-Credits verbrauchen: generate_asset_reference, generate_reference_variations, create_3d_asset, texture_existing_asset, generate_sound_effect, rig_asset, animate_asset, retopologize_asset und der Bildgenerierungsschritt innerhalb von create_game_prop. Nichts anderes auf diesem Server kann in Rechnung gestellt werden.
Aufrufe, die kostenlos sind: select_reference, get_asset_job, download_asset, inspect_asset, list_asset_jobs, preview_asset_prompt, extract_pbr_trio, normalize_mesh, validate_game_asset, batch_prepare_meshes, get_spend_report. Frag ab, inspiziere, zerlege und lade herunter, so oft du möchtest.
Ein kostenpflichtiger POST wird niemals automatisch wiederholt. Das ist eine bewusste, tragende Regel, und sie lebt in der HTTP-Schicht, nicht an jedem Aufrufort. Wenn eine Anfrage, die eine Generierungsaufgabe erstellt, fehlschlägt — Timeout, Socket-Reset, 502 — kann der Client nicht wissen, ob der Anbieter sie angenommen hat, bevor die Verbindung abbrach. Ein erneuter Versuch könnte kostenlos sein; er könnte Sie aber auch doppelt für ein Mesh belasten, das Sie nie erhalten. Also wird nicht wiederholt, der Fehler kommt direkt zurück, und die Entscheidung, es erneut zu versuchen, liegt bei Ihnen. Idempotente Lesevorgänge — Statusabfragen, Dateidownloads — werden frei mit Backoff wiederholt, weil sie nichts kosten, wenn man sie wiederholt.
Weitere Nebeneffekte, die wissenswert sind:
Dateien werden auf die Festplatte geschrieben. Heruntergeladene Assets landen unter
ASSET_OUTPUT_DIR, und ein Download-Pfad, der den Workspace-Root verlässt, wird verweigert. Drei Tools sind anders und bewusst so:extract_pbr_trio,normalize_meshundbatch_prepare_meshesschreiben dorthin, wo Sie es ihnen sagen, auch außerhalb des Workspace, weil sie mit Meshes arbeiten, die Sie bereits besitzen, und diese nicht in einem Asset-Generierungsverzeichnis liegen. Geben Sie ihnen ein Ziel, das Sie gemeint haben.download_assetundgenerate_sound_effectakzeptieren eindestination, dasASSET_OUTPUT_DIRfür diesen einen Aufruf überschreibt. Es bleibt weiterhin eingeschränkt: Ein Pfad, der den angegebenen Root verlässt, wird verweigert.ASSET_OUTPUT_DIRsollte absolut sein. Ein relativer Wert wird relativ zum Arbeitsverzeichnis des Servers aufgelöst, das Ihr MCP-Client wählt — mehrere starten von/. Der Server weigert sich zu starten, mit einer Meldung, die den aufgelösten Pfad und das Arbeitsverzeichnis, aus dem er stammt, benennt. Diese Diagnose deckt die acht Errnos ab, die dies realistisch erzeugen kann — ENOENT, EACCES, EPERM, EROFS, ENOTDIR, ELOOP, ENAMETOOLONG und ENOSPC, einschließlich ASSET_OUTPUT_DIR, das auf eine Datei statt auf ein Verzeichnis zeigt. Alles andere wird weiterhin roh propagiert.Nichts wird stillschweigend überschrieben. Ein abgeleiteter Ausgabename erhält ein numerisches Suffix (
crate,crate_2, …), anstatt ein Ergebnis zu zerstören, das Sie möglicherweise bereits geprüft haben, und der Name wird durch exklusives Erstellen beansprucht, sodass zwei Elemente in einem Batch nicht darum konkurrieren können. Ein explizitesoutputPathwird rundweg verweigert, wenn dort bereits eine Datei liegt, es sei denn, Sie übergebenoverwrite: true— und es wird bedingungslos verweigert, ohne Ausweichmöglichkeit, wenn es auf das Eingabe-Mesh aufgelöst wird. Diese Auflösung berücksichtigt Symlinks, Hardlinks, case-insensitive Volumes und die Gewohnheit des Exporters, die Erweiterung umzuschreiben, denn jede einzelne davon hat hier bereits ein Quell-Mesh zerstört.Downloads sind begrenzt auf
ASSET_MAX_DOWNLOAD_BYTES, und die Begrenzung wird während des Streamings durchgesetzt, nicht anhand desContent-Length-Headers — ein Server, der über die Größe lügt, kann Ihren Speicher nicht erschöpfen.Nur HTTPS. Nicht-HTTPS-URLs werden rundweg verweigert, einschließlich solcher, die in der Antwort eines Anbieters ankommen.
API-Schlüssel werden zentral aus Logs geschwärzt, sodass keine einzelne Log-Aufrufstelle einen durchsickern lassen kann.
Workspace-Layout
Jedes Asset erhält ein in sich geschlossenes Verzeichnis. Öffnen Sie es sechs Monate später in einem Dateibrowser, und es erklärt sich immer noch von selbst:
assets/generated/
├── .jobs/ job records, one JSON file per job
│ └── asset_<uuid>.json
└── <asset_name>/
├── asset.json complete provenance: spec, prompt, seed,
│ model version, provider ids, file hashes
├── source/ the reference image(s) the mesh was built from
├── model/ the mesh (GLB by default)
├── textures/ extracted PBR maps
├── previews/ provider-rendered turnarounds<asset_name> ist der Name Ihrer Spezifikation, bereinigt: kleingeschrieben, Nicht-Alphanumerisches zu Unterstrichen zusammengezogen. Das .jobs-Verzeichnis ist absichtlich ein Punktverzeichnis — beim Durchsuchen Ihres Asset-Workspace sollten Assets zu sehen sein, keine Buchhaltung.
Fehlerbehebung
Jeder Fehler trägt ein maschinenlesbares error-Feld, das die Klasse benennt, plus ein retryable-Flag, sodass ein Agent entscheiden kann, was als Nächstes zu tun ist, ohne Prosa zu parsen. Die Namen unten sind die Werte dieses error-Felds.
Der Server startet und beendet sich sofort — der Client sagt nur „Verbindung geschlossen". Drei bekannte Ursachen, und der Server benennt die ersten beiden jetzt selbst, anstatt still zu sterben.
Ein relativer
ASSET_OUTPUT_DIR. Er wird relativ zum Arbeitsverzeichnis des Servers aufgelöst, das Ihr MCP-Client wählt — mehrere starten von/, woassets/generatedzu/assetswird und nicht erstellt werden kann. Verwenden Sie einen absoluten Pfad. Die Verweigerung benennt den aufgelösten Pfad und das Arbeitsverzeichnis, aus dem er stammt.Ein Workspace, in den der Prozess nicht schreiben kann. Dieselbe Verweigerung, anderer Errno.
Ein veralteter Build. Wenn
dist/älter ist als eine Änderung am Einstiegspunkt, neu bauen.npm run verifybaut und führt dann einen echten MCP-Handshake durch, was der schnellste Weg ist, einen defekten Server von einer defekten Client-Konfiguration zu unterscheiden.
normalize_mesh oder batch_prepare_meshes verweigert mit „Blender not found".
Es gibt kein lokales Blender auf PATH. Unter macOS ist das App-Bundle nicht auf PATH, selbst wenn Blender installiert ist — setzen Sie BLENDER_PATH auf die ausführbare Datei im Bundle. batch_prepare_meshes degradiert, anstatt zu scheitern: Es validiert weiterhin jedes Mesh und berichtet, was repariert werden müsste.
CONFIG_MISSING — fehlende Anmeldedaten.
Das von Ihnen aufgerufene Tool benötigt einen Anbieter, den Sie nicht konfiguriert haben. Die Meldung benennt die genaue Umgebungsvariable. Setzen Sie sie im env-Block Ihres MCP-Clients und starten Sie den Client neu. Eine .env-Datei wird niemals gelesen: Es gibt keine dotenv-Abhängigkeit, die Variable muss also von dem exportiert werden, was den Server startet.
PROVIDER_HTTP mit Status 401/403 — ungültiger API-Schlüssel.
Der Schlüssel ist falsch, widerrufen oder der eines falschen Anbieters. Zwei spezifische Fallstricke: Leonardo-Schlüssel benötigen API-Zugriff, der auf dem Konto aktiviert ist (ein Web-Login allein gewährt ihn nicht), und ein Tripo-Schlüssel ohne API-Guthaben kann beim ersten kostenpflichtigen Aufruf fehlschlagen, obwohl der Schlüssel selbst gültig ist. Siehe die Guthaben-Warnung oben.
RATE_LIMITED — HTTP 429.
Als wiederholbar markiert. Polls fahren zurück und wiederholen automatisch (400 ms, 800 ms, 1600 ms, begrenzt auf 8 s). Downloads wiederholen nicht — download_asset streamt in einem Versuch, also geben Sie es selbst erneut aus; da Anbieter-URLs ablaufen, pollt zuerst erneut mit get_asset_job, anstatt eine veraltete URL erneut zu versuchen. Generierungsanfragen wiederholen ebenfalls nicht, bewusst, weil sie Geld kosten. Ein 429 während eines Downloads erscheint als PROVIDER_HTTP mit Status 429, nicht als RATE_LIMITED.
PROVIDER_TASK_FAILED — die Aufgabe ist anbieterseitig fehlgeschlagen.
Der HTTP-Aufruf war erfolgreich, und die Generierung nicht. Die eigene Meldung des Anbieters bleibt in den Fehlerdetails erhalten. Eine Moderationsverweigerung landet ebenfalls hier: Formulieren Sie den Prompt um, anstatt ihn unverändert erneut zu versuchen. Beachten Sie, dass eine Tripo-Antwort HTTP 200 mit einem Nicht-Null-Envelope-code tragen kann; das ist ein Fehler, und dieser Server behandelt ihn als solchen, anstatt einen Phantom-Erfolg zu melden.
Download schlägt mit PROVIDER_HTTP 403/404 fehl — die URL ist abgelaufen.
Das ist die mit Abstand häufigste Überraschung. Provider-Modell- und Vorschau-URLs sind kurzlebig. Sie sind signiert, sie laufen ab, und eine URL, die vor zwanzig Minuten funktioniert hat, ist jetzt tot. Die Lösung ist nicht, dieselbe URL erneut zu versuchen — rufen Sie get_asset_job erneut auf, um den Anbieter nach frischen URLs zu pollen, und dann download_asset sofort. Als Gewohnheit: Laden Sie herunter, sobald ein Job ready meldet, nicht am Ende einer langen Sitzung.
INVALID_INPUT — nicht unterstütztes Bildformat.
Referenzbilder sollten gängige webfähige Rasterformate sein (PNG, JPEG, WebP). HDR, EXR, mehrschichtiges PSD, SVG und mehrseitiges TIFF sind nicht rekonstruierbare Eingaben. Für texture_existing_asset müssen Meshes GLB, GLTF, FBX, OBJ oder STL sein. Konvertieren Sie zuerst; der Anbieter wird das nicht für Sie tun.
PROVIDER_MALFORMED_RESPONSE — der Anbieter hat etwas Unerwartetes zurückgegeben.
Nicht-JSON-Body, ein leerer Envelope, ein Erfolg ohne Daten oder ein Upload, der kein Datei-Token zurückgab. Meist bedeutet das einen anbieterseitigen Vorfall oder eine API-Versionsabweichung. Setzen Sie ASSET_LOG_LEVEL=debug, um die Anfrageform zu sehen (Schlüssel sind geschwärzt), und prüfen Sie die Statusseite des Anbieters, bevor Sie annehmen, der Fehler sei lokal.
DOWNLOAD_TOO_LARGE.
Die Datei überschritt ASSET_MAX_DOWNLOAD_BYTES. Ein hochwertiges PBR-GLB kann groß sein; erhöhen Sie das Limit, wenn Sie die Datei wirklich wollen.
PATH_ESCAPE.
Ein vom Anbieter gelieferter Dateiname versuchte, sich außerhalb Ihres Workspace aufzulösen. Der Schreibvorgang wurde verweigert. Das sollte im Normalbetrieb nie passieren — bitte öffnen Sie ein Issue, falls es doch passiert.
Status
Dies ist frühe Software, und die Teile, die am wahrscheinlichsten abweichen, sind als solche markiert, anstatt stillschweigend als gegeben angenommen zu werden.
Tripos v3-Endpunktpfade sind in genau einem Modul festgeschrieben (src/providers/model3d/tripo.ts) und in einem Kommentar am Anfang davon dokumentiert. Tripos öffentliche Dokumentation beschreibt die v3-Oberfläche auf zwei verschiedene Arten — einen generischen Task-Endpunkt und pro-Operation-Pfade — und beide erscheinen in der aktuellen Dokumentation. Dieser Client implementiert die Task-Form, die dem beobachtbaren Verhalten entspricht, dass jede Generierung eine task_id zum Pollen zurückgibt, und stellt TRIPO_BASE_URL bereit, damit Sie ohne Codeänderung umzielen können. Wenn sie falsch sind, sehen Sie einen 404, der genauso aussieht wie ein falscher API-Schlüssel, also prüfen Sie den Pfad vor dem Schlüssel.
Es wurde noch nie ein Aufruf an eine echte Provider-API gemacht. Das ist der wichtigste Vorbehalt hier, also wird er klar ausgesprochen, anstatt vergraben zu werden. Jeder der 384 Tests läuft gegen Mocks oder das lokale Dateisystem. Sie decken Prompt-Konstruktion, Statuszuordnung, Pfadsicherheit, den Job-Store, die Retry- und Redirect-Regeln der HTTP-Schicht und glTF-Inspektion gegen echte Dateien ab — aber eine grüne Suite sagt nichts darüber aus, ob Leonardo und Tripo sich so verhalten, wie dieser Client annimmt.
Konkret bleiben diese unverifiziert:
Die oben beschriebenen Tripo-v3-Endpunktpfade.
Ob
texture_modelein hochgeladenes Mesh (file_token) akzeptiert oder nur ein Mesh, das von einer früheren Tripo-Aufgabe erzeugt wurde (original_model_task_id). Das entscheidet, ob Sie ein Modell, das Sie bereits besitzen, neu texturieren können, was die Funktion ist, für die dieser Server existiert. Die Klärung kostet einen HD-Texturaufruf.Soundeffekt-Generierung ist unverifiziert. Leonardo dokumentiert den Sound Effects v2-Anfragevertrag (
model,prompt,duration1-22s,prompt_influence,loop,quantity), aber nicht seine Antwortform oder wie das fertige Audio abgerufen wird. Der Client liest die Generierungs-ID und Audio-URLs aus mehreren plausiblen Formen und wirft mit den NAMEN der Top-Level-Schlüssel der Antwort (nicht dem Body, der groß sein oder eine signierte URL tragen könnte), wenn keine übereinstimmt, anstatt einen leeren Erfolg zu melden. Erwarten Sie, dass der erste echte Aufruf eine Korrektur benötigt, und bitte öffnen Sie ein Issue mit der Payload-Form, die Sie gesehen haben.Die Leonardo-Modell-IDs in
src/providers/image/leonardo.ts, die aus veröffentlichter Dokumentation transkribiert wurden. Prüfen Sie sie gegenGET /platformModels; eine veraltete ID schlägt als HTTP 400 fehl, das wie ein fehlerhafter Anfrage-Body aussieht. SowohlLEONARDO_MODEL_IDals auch einmodelIdpro Aufruf existieren als Ausweichmöglichkeiten.
Wenn Sie der Erste sind, der dies mit echten Schlüsseln ausführt, erwarten Sie, einen Endpunktpfad zu korrigieren, und öffnen Sie bitte ein Issue mit dem, was Sie gefunden haben.
Was ist verifiziert: npm run verify baut den Server, startet ihn über stdio mit einem echten MCP-Client, führt den Handshake durch und bestätigt, dass alle zwanzig Tools registriert sind. Das ist ein Protokoll-Roundtrip, keine Versionszeichenkette — ein Server, der seine Tools nicht registriert, startet trotzdem vollkommen zufriedenstellend.
Teile der lokalen Pipeline — inspect_asset, extract_pbr_trio, normalize_mesh, validate_game_asset — werden zusätzlich gegen echte ausgelieferte Spiel-Assets geprüft, anstatt gegen Fixtures, weil ein synthetisches Fixture und der Parser, der es liest, denselben Fehler teilen können und beide grün aussehen. Das ist hier passiert: Eine falsche glTF-Magie-Konstante überlebte eine vollständige synthetische Suite und wurde nur durch eine echte Datei erwischt. Das UV-lose Mesh, das sie verwenden, ist hier eingecheckt, anstatt aus einem Schwester-Checkout gelesen zu werden. Früher wurde es live aus dem Spiel-Repo gelesen, und als dieses Mesh repariert wurde, wurden diese Tests rot für eine Änderung, die vollständig korrekt war — eine Assertion, die eine Tatsache über eine Datei festnagelt, die dieses Projekt nicht kontrolliert. Ein Test darf nicht von Inhalten abhängen, die er nicht besitzt.
Ein Test startet den gebauten Server über ein symlinkiertes bin – was node_modules/.bin tatsächlich enthält – und spricht MCP mit ihm, denn dort ist der Einstiegspunkt-Wächter fehlgeschlagen: Der Server beendete sich bei jeder Installation sofort, während er alle anderen Tests bestand. Er verwendet Symlinks statt einer Installation, kann also keine Verpackungsregression in files oder prepare erkennen; eine echte npm install von GitHub bleibt eine manuelle Prüfung.
Warum die Testanzahl nicht der Punkt ist
In 0.3.4 wurde jede der fünf wichtigsten Korrekturen der vorherigen Version einzeln rückgängig gemacht und die Testsuite erneut ausgeführt. Alle fünf überlebten – jeder Mutant war vollständig grün. Die Korrekturen waren real; nichts in der Suite hielt sie zurück. Die Ursache war eine einzige gemeinsame Annahme: Jeder gestubbte Blender beendete sich mit Exit-Code 0 und gab genau eine Quittung aus, sodass keine der Härtungen des Subprozess-Protokolls durch einen Test beobachtbar war.
Das ist es wert, in einer README festgehalten zu werden, denn es ist die ehrliche Lesart jeder Testanzahl, einschließlich dieser. Eine Suite zertifiziert die Annahmen des Autors, und ein Fehler, der innerhalb einer Annahme lebt, ist für jeden Test unsichtbar, der unter ihr geschrieben wurde. Geändert hat sich die Disziplin, nicht die Zahl: Korrekturen sind jetzt durch Tests abgesichert, die gegen den rückgängig gemachten Code ausgeführt wurden und nachweislich fehlschlugen, und gemeinsame Fakes werden als Verdächtige behandelt, nicht als Infrastruktur.
Dieselbe Prüfung hat einen schlechten Beweis zweimal in einer Sitzung erwischt. Zwei aufeinanderfolgende Fixtures, die geschrieben wurden, um eine Schweißschwellen-Korrektur zu beweisen, meldeten eine identische Dreiecksanzahl, sowohl mit korrektem als auch mit fehlerhaftem Code, und jedes von ihnen wäre als Beweis ausgeliefert worden. Ein Fixture ist kein Beweis, bis es sowohl mit dem korrigierten als auch mit dem fehlerhaften Code ausgeführt wurde und die beiden Zahlen ausgegeben wurden.
Mitwirken
Issues und Pull-Requests sind willkommen. Wenn Sie einen Provider hinzufügen, implementieren Sie ImageProvider oder Model3DProvider und ändern Sie sonst nichts – wenn ein neuer Provider eine Änderung an der Tool-Oberfläche erzwingt, ist die Abstraktion falsch, und das ist der Fehler, der zuerst diskutiert werden sollte.
Lizenz
MIT © 2026 Ben Haire. Siehe LICENSE.
Available Tools
20 toolsanimate_assetRetarget an animation onto a rigged assetA
SPENDS 3D CREDITS. Applies a preset animation to an asset that has ALREADY been rigged with rig_asset. Each animation costs separately. ASYNCHRONOUS: poll get_asset_job, then download_asset. Refuses when the source job was not a rig, because retargeting an unrigged model produces nothing while still being billed. NOTE: the provider task name is taken from published docs and is UNVERIFIED live.
| Name | Required | Description | Default |
|---|---|---|---|
| animation | Yes | Provider preset animation name, e.g. "walk". | |
| outFormat | No | glb | |
| assetJobId | Yes | A job produced by rig_asset. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Beyond annotations (readOnlyHint=false, idempotentHint=false), the description discloses critical behaviors: it 'SPENDS 3D CREDITS', it is asynchronous (requiring polling), it refuses for non-rig jobs, and it flags the provider task name as 'UNVERIFIED live'. These operational and trust details are not present in the annotations, giving the agent a complete picture of consequences and limitations.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Every sentence in the description carries essential content: cost, purpose, asynchronous workflow, failure condition, and a trust caveat. It is front-loaded with the most urgent constraint (credit spend) and structured so that prerequisites and post-conditions are immediately clear. No filler or redundant phrasing.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a 3-parameter tool with no output schema, the description covers all necessary usage context: the prerequisite rigging, the asynchronous flow with specific follow-up tools, the cost model, the refusal behavior for invalid inputs, and a warning about unverified provider metadata. An agent can confidently invoke it correctly without additional information.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 67% (assetJobId and animation have descriptions; outFormat only has enum/default). The description adds minimal param-specific meaning: it reinforces that assetJobId must be a rig job and notes cost per animation, but these are largely operational or redundant with the schema (which already says 'A job produced by rig_asset'). The baseline of 3 applies since coverage is moderate and the description only slightly supplements the schema.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific verb ('Applies'), a resource ('a preset animation to an asset'), and a critical prerequisite ('ALREADY been rigged with rig_asset'). It clearly distinguishes this tool from other asset-creation tools by requiring a prior rig job, making its role in the pipeline unambiguous.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
It explicitly states the precondition (must be rigged), the follow-up workflow ('poll get_asset_job, then download_asset'), and a refusal condition ('Refuses when the source job was not a rig'). This tells an agent exactly when to use it, what to do after, and when it will fail, leaving no ambiguity about its place relative to siblings like rig_asset or download_asset.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
batch_prepare_meshesNormalize and validate many meshes in one callA
FREE and fully local: no network call, no credits. Runs the preparation pipeline over a list of meshes — validate, normalize the ones that fail, validate again — and returns a per-item verdict plus a summary. Meshes that already pass are left untouched rather than rewritten. One failing item never stops the run; its error is reported and the batch continues. Normalization needs a local Blender install; without one this still validates and simply reports what would need repairing. Note that a FAILED item can still have written a file: when normalization succeeds but the result does not clear the policy, the mesh is kept for inspection and named in normalizedPath with outputKept set. Use outputsWritten, not prepared, to predict how many files are in the output directory — prepared is a verdict, not a file count.
| Name | Required | Description | Default |
|---|---|---|---|
| normalize | No | Repair meshes that fail validation. When false, only reports. | |
| outputDir | No | Where normalized copies go, resolved against the SERVER's working directory. Omit to write beside each source; an empty string is rejected rather than silently meaning "beside the source". | |
| modelPaths | Yes | Absolute paths to .glb/.gltf meshes. | |
| requireUVs | No | ||
| maxTriangles | No | ||
| minTextureSize | No | ||
| skipAlreadyValid | No | Leave meshes that already pass untouched instead of rewriting them. | |
| timeoutSecondsPerItem | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations provide no guidance (all false), so description bears full burden. It discloses every significant behavior: validation pipeline, normalization dependency on Blender, per-item error handling, that FAILED items may still write files, and the critical distinction between prepared and outputsWritten. Extremely thorough.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
A single dense paragraph with every sentence earning its place. Front-loads the free/local note and pipeline description, then addresses edge cases without redundancy. Length is justified given the complexity.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
With 8 parameters and no output schema, the description provides surprisingly complete context: batch behavior, Blender dependency, error handling, file-writing edge case, and a caution about counting outputs. No critical information for correct invocation is missing.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is only 50%, so description must compensate. It adds meaning to outputDir (resolved against server's working dir, empty string rejected) and clarifies skipAlreadyValid behavior. However, it does not cover requireUVs, maxTriangles, minTextureSize, or timeoutSecondsPerItem, which lack schema descriptions too. Partial compensation, but not complete.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb and resource: 'Runs the preparation pipeline over a list of meshes — validate, normalize the ones that fail, validate again'. Clearly distinguishes from siblings by being a batch operation, and adds a unique free/local selling point. No ambiguity about what it does.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Implies use for multiple meshes (batch) and notes free/local, but does not explicitly contrast with single-mesh alternatives like normalize_mesh or validate_game_asset. It provides clear context (list, per-item verdict) but no explicit when-not or alternative naming.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
create_3d_assetReconstruct a 3D assetA
SPENDS 3D CREDITS. Creates a textured 3D model. ASYNCHRONOUS — returns immediately with a job id; poll get_asset_job until status is "ready", then call download_asset. Provide exactly ONE source: assetJobId (uses that job's selected reference image), imagePath (a local png/jpg/webp), imageUrl (https), or textPrompt (skips images entirely). Model URLs from the provider EXPIRE, so download promptly once ready.
| Name | Required | Description | Default |
|---|---|---|---|
| pbr | No | Generate PBR material channels. | |
| quad | No | Request quad topology. Costs extra credits, but is far kinder to downstream editing. | |
| seed | No | ||
| spec | No | Required when NOT using assetJobId, so the result has a name and provenance. | |
| imageUrl | No | https URL of a reference image. | |
| faceLimit | No | Cap the output triangle count. | |
| imagePath | No | Absolute path to a local reference image. | |
| assetJobId | No | An existing job with a selected reference image. | |
| textPrompt | No | Generate directly from text, no reference image. | |
| modelVersion | No | Provider model version. Defaults to v3.0-20250812. | |
| textureQuality | No | "detailed" is the HD tier and costs more credits. | detailed |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations indicate readOnlyHint=false, so the description's 'Creates' is consistent. The description adds valuable behavioral context not in annotations: it 'SPENDS 3D CREDITS,' is asynchronous (returns a job id), and model URLs expire. This provides important operational traits beyond the structured annotations, though it doesn't detail failure modes or input validation failures.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a compact five-sentence paragraph, front-loading the most critical facts: credits, creation, asynchronous behavior, source options, and URL expiration. Each sentence serves a purpose with no fluff or repetition. The structure is efficient and agent-friendly.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
While the description covers the main workflow and source options, it omits a key requirement: that `spec` must be provided when not using assetJobId. The schema documents this, but the description does not call it out, which could lead an agent to submit a request without the required `spec` for image/text sources. Given the tool's complexity and absence of an output schema, this is a notable gap.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is 91%, so the baseline is 3. The description enhances understanding of the source parameters: it explains that assetJobId uses a job's selected reference image, imagePath must be local png/jpg/webp, imageUrl must be https, and textPrompt skips images. This goes beyond the schema's brief property descriptions and clarifies the one-source requirement.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a clear verb and resource: 'Creates a textured 3D model.' It identifies the tool as the creation step in a larger workflow, and the title confirms 'Reconstruct a 3D asset.' It distinguishes from siblings like get_asset_job or download_asset by describing the creation action itself, making the purpose unmistakable.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description explicitly tells the agent when to use this tool: 'Provide exactly ONE source' and enumerates the four options (assetJobId, imagePath, imageUrl, textPrompt). It also directs the follow-up actions: poll get_asset_job, then call download_asset. This is clear workflow guidance that distinguishes it from alternative tools and leaves nothing to inference.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
create_game_propStart a game prop from a briefA
SPENDS IMAGE CREDITS ONLY. Convenience entry point: takes a loose brief, builds a reconstruction-grade prompt, and generates N candidate reference images. It deliberately STOPS THERE and does NOT spend 3D credits — look at the returned candidates, call select_reference with your choice, then create_3d_asset. This exists so art direction stays with you rather than being guessed at.
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Short identifier, e.g. "portable_atmospheric_processor". | |
| category | No | ||
| numImages | No | ||
| description | Yes | What the object is, in plain language. | |
| waitSeconds | No | ||
| artDirection | No | Free-text style, materials and wear. | |
| gameplayPurpose | No | ||
| dimensionsMeters | No | Real-world size in metres. Used for scale sanity, not enforced by the generator. | |
| targetTriangleCount | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations declare openWorldHint=true and readOnlyHint=false, but the description adds substantial behavioral value beyond those: it discloses the credit cost profile up front ('SPENDS IMAGE CREDITS ONLY' and not 3D credits), and reveals the transformation behavior (loose brief → reconstruction-grade prompt). No contradiction with annotations. It could go further on details like generation time or failure modes, which keeps it from a 5.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Three dense sentences with zero filler. The most critical operational fact (credit spending) is front-loaded in all caps, followed by the workflow and the design rationale. Every sentence earns its place; the structure mirrors the tool's purpose as an entry point.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a tool with 9 parameters, a nested object, and no output schema, the description covers the workflow and handoff chain well but leaves parameter semantics to the schema, which is only 44% covered. The output shape ('candidate reference images') is hinted but not detailed. Given the strong sibling differentiation and workflow clarity, this is mostly complete with minor gaps around parameters and return details.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is only 44%, and the description does not compensate by explaining individual parameters — it focuses on workflow. The schema itself carries descriptions for name, description, and dimensionsMeters, but parameters like category, artDirection, gameplayPurpose, waitSeconds, and targetTriangleCount have no descriptions and are not touched in the tool description. This is a real gap given the low coverage.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb-resource pair ('takes a loose brief, builds a reconstruction-grade prompt, and generates N candidate reference images') and explicitly frames itself as a 'convenience entry point' that deliberately stops short of 3D generation. It names the exact sibling tools it hands off to (select_reference, create_3d_asset), making the differentiation unambiguous without needing to open their schemas.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Provides an explicit sequential workflow: 'look at the returned candidates, call select_reference with your choice, then create_3d_asset.' It also states when NOT to use it indirectly by declaring that it stops at reference generation and spends no 3D credits — the agent knows this is the reference-stage tool, not the modeling stage. The rationale ('so art direction stays with you') gives clear context for selection.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
download_assetDownload a finished asset into the workspaceA
FREE: no credits. Downloads a completed asset job into a local workspace folder — the model, any PBR variant, the provider preview, the source reference image — and EXTRACTS embedded textures into textures/ as separate files. Also writes asset.json with complete provenance. Call this as soon as get_asset_job reports "ready": provider URLs expire. Never overwrites an existing workspace; a repeat download gets a new suffixed folder.
| Name | Required | Description | Default |
|---|---|---|---|
| assetJobId | Yes | ||
| destination | No | Override the output root. Defaults to ASSET_OUTPUT_DIR. | |
| extractTextures | No | Write embedded glTF images out as separate texture files. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations state readOnlyHint=false, openWorldHint=true, and destructiveHint=false, but the description adds concrete behaviors: writes multiple file types, extracts textures to a textures/ subdirectory, writes asset.json, and never overwrites existing workspaces. It also explains the urgency of expiring URLs, which is not captured by annotations. No contradictions.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is two sentences, front-loaded with a cost note ('FREE: no credits') and then a compact enumeration of what is downloaded. Every phrase adds value: the extraction detail, the asset.json provenance, the urgency trigger, and the no-overwrite guarantee. No redundancy or filler.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a download tool with no output schema, the description conveys all essential operational facts: what is downloaded, where textures go, the asset.json side effect, the timing constraint, and the handling of repeated calls. It answers the key questions an agent would have to call it correctly. The lack of an explicit return value is acceptable given the action-oriented nature, and the description is otherwise complete.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema covers 67% of parameters (destination and extractTextures have descriptions; assetJobId has none). The description adds meaning beyond the schema: it explains the output root concept via 'workspace folder', specifies the texture extraction location ('textures/'), and clarifies the non-overwrite behavior tied to destination. It does not explicitly describe assetJobId but implies it from get_asset_job, which is sufficient context.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb ('downloads'), resource ('completed asset job'), and destination ('local workspace folder'), enumerating exactly what gets downloaded (model, PBR variant, preview, source reference) and what is extracted/extended (textures, asset.json). It also implicitly differentiates from get_asset_job by referencing it as the prerequisite, and from other asset tools by focusing on fetching a finished job.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Explicitly instructs when to call ('as soon as get_asset_job reports "ready"') and why (provider URLs expire). Also warns about repeat-download behavior (new suffixed folder instead of overwrite), which guides an agent on idempotency handling without needing to guess.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
extract_pbr_trioSplit a material into separate PBR texture planesA
FREE and fully local: no network call, no credits. Splits a glTF material into independent albedo, normal and roughness images (plus metallic and occlusion when present), de-packing the glTF metallicRoughness texture — roughness is its GREEN channel, metallic its BLUE. Resamples to an exact resolution, averaging colour in linear light and data channels directly, and writes a receipt naming the source texture and channel behind every plane. Use after download_asset, or on any local glTF/GLB. Planes a material declares only as a scalar factor are emitted as flat images and marked source="factor" so a constant is never mistaken for measured data.
| Name | Required | Description | Default |
|---|---|---|---|
| modelPath | No | Absolute path to a local .glb or .gltf. | |
| assetJobId | No | A job that has already been downloaded. | |
| resolution | No | Square output size. Defaults to the largest source texture dimension. | |
| destination | No | Output directory. Defaults to the workspace. | |
| materialIndex | No | Which material to split when the file has several. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With annotations all false, the description carries the full burden of behavioral disclosure, and it does so thoroughly. It reveals the tool performs no network call, consumes no credits, de-packs channels with specific color-space handling (linear light), and writes a receipt with provenance. It also explains the 'source='factor'' edge case, which is exactly the kind of nuance an agent needs.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is information-dense but well-organized: it leads with the key value proposition, then the core operation, then technical details, usage context, and a special case. Each sentence earns its place, and there is no redundant filler. Front-loading the local-free nature and the main split action aids quick comprehension.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a tool with 5 optional parameters and no output schema, the description covers almost everything an agent needs: input types, channel semantics, resolution behavior, receipt generation, and the factor distinction. The only notable gap is that it never explicitly states what the tool returns (e.g., a job ID or a list of output paths). Since it says 'writes a receipt,' the return value is implied but not defined, which is a minor omission.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The input schema has 100% description coverage, so the baseline is 3. The tool description adds some context (e.g., resolution default behavior and the flat image behavior for scalar factors) but doesn't materially enhance parameter meaning beyond what the schema already provides. The schema descriptions suffice.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific verb ('splits'), a precise resource ('a glTF material'), and enumerates the outputs (albedo, normal, roughness, plus metallic and occlusion). It immediately distinguishes the tool from siblings by noting it is local and free, and by referencing the material's metallicRoughness de-packing, making the function unmistakable.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
It gives explicit context for when to use the tool: 'Use after download_asset, or on any local glTF/GLB.' This tells the agent the prerequisite and the acceptable inputs. It doesn't explicitly name alternatives or when not to use it, but the context is clear enough to guide correct invocation.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
generate_asset_referenceGenerate reference images for a game assetA
SPENDS IMAGE CREDITS. Generates candidate reference images for a game asset, framed for 3D reconstruction rather than as concept art (isolated object, whole silhouette, neutral background, even lighting). Returns candidate image URLs for YOU to look at. It does NOT create a 3D model — after inspecting the candidates, call select_reference then create_3d_asset. Asynchronous: waits up to waitSeconds, then returns a job id to poll.
| Name | Required | Description | Default |
|---|---|---|---|
| seed | No | Fix the seed for a reproducible generation. | |
| spec | Yes | ||
| width | No | ||
| height | No | ||
| modelId | No | Override the image model. Defaults to the provider recommendation. | |
| numImages | No | How many candidates to generate. Each one costs image credits. | |
| waitSeconds | No | Seconds to wait for the images before returning. 0 returns immediately with a job id. Bounded on purpose: this call never blocks indefinitely. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
The description adds meaningful behavioral context beyond the annotations: it discloses the credit cost ('SPENDS IMAGE CREDITS'), the asynchronous execution model ('waits up to waitSeconds, then returns a job id to poll'), and the output nature ('candidate image URLs for YOU to look at'). It does not contradict the readOnlyHint=false or idempotentHint=false annotations, and it provides insight into side effects that annotations alone do not convey.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is moderately long but each sentence adds value: credit cost, generation framing, output, not-3D warning, workflow, and async behavior. It front-loads the credit warning and core action. A minor redundancy exists in explaining the framing and the not-3D aspect, but overall it is efficient and well-structured.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given the tool's complexity (7 parameters, nested objects, no output schema), the description covers the high-level workflow and async behavior but omits parameter-level guidance. It does not explain what fields in 'spec' are essential or how waitSeconds interacts with job polling via get_asset_job. The mention of 'call select_reference then create_3d_asset' hints at the pipeline but leaves the agent to infer details from the schema. It is adequate for a basic invocation but incomplete for full correct usage of all options.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is only 57%, leaving many parameters undocumented. The description does not compensate: it mentions 'waitSeconds' implicitly but does not explain the role of spec, numImages, or other nested parameters beyond what the schema already says. For a tool with complex nested objects (spec.artDirection, spec.geometry), the description offers almost no help in constructing valid parameters, falling short of the burden placed on it by low schema coverage.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the verb ('generates'), the resource ('candidate reference images for a game asset'), and the specific framing ('for 3D reconstruction rather than concept art') with concrete visual details (isolated object, neutral background). It also explicitly distinguishes from the sibling create_3d_asset by stating it does NOT create a 3D model, making the purpose unambiguous.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description provides a clear workflow: 'after inspecting the candidates, call select_reference then create_3d_asset'. It also notes asynchronous behavior and the need to poll for a job id. However, it does not mention when NOT to use this tool (e.g., for generating variations) or how it contrasts with generate_reference_variations, so it lacks explicit exclusion guidance.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
generate_reference_variationsExplore variations of an existing referenceA
SPENDS IMAGE CREDITS. Generates variations of an existing asset job along ONE named axis (silhouette, material_treatment, industrial_detailing, wear, proportions, functional_components) while holding the object identity fixed — a variation should still be the same object, not a different one. Creates a NEW child job linked to the parent.
| Name | Required | Description | Default |
|---|---|---|---|
| axis | Yes | Which design dimension to explore. | |
| seed | No | Fix the seed for a reproducible generation. | |
| width | No | ||
| height | No | ||
| modelId | No | Override the image model. Defaults to the provider recommendation. | |
| numImages | No | How many candidates to generate. Each one costs image credits. | |
| assetJobId | Yes | The parent job whose spec should be varied. | |
| waitSeconds | No | Seconds to wait for the images before returning. 0 returns immediately with a job id. Bounded on purpose: this call never blocks indefinitely. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
The description discloses a critical side effect upfront: 'SPENDS IMAGE CREDITS.' It also explains that it creates a new child job and that the object identity is held fixed, which goes beyond the annotations (readOnlyHint=false, openWorldHint=true). While it doesn't mention every possible side effect, this is substantial behavioral context not present in the schema.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single, well-structured sentence that front-loads the cost warning. Every clause adds value: the credit warning, the axis constraint, the identity requirement, and the child-job relationship. There is zero fluff or repetition.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a tool with 8 parameters and no output schema, the description covers the core function and key side effects (credits, child job creation). It doesn't explain the return format, but it mentions creating a child job, which hints at a job reference. The waitSeconds behavior is defined in the schema, so the description doesn't need to repeat it. The remaining gaps (output details) are minor given the tool's role.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The schema already covers 75% of parameters with descriptions (axis, seed, modelId, numImages, assetJobId, waitSeconds). The description adds nuance by stating that only ONE axis is varied and that the object identity is fixed, which clarifies the axis and assetJobId parameters. However, this is supplementary rather than essential, and width/height lack descriptions both in schema and description without compensation.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific verb ('Generates variations') and a specific resource ('existing asset job'), and clearly scopes the action to 'ONE named axis' with a concrete list. It distinguishes itself from siblings by emphasizing it creates a new child job linked to the parent rather than starting from scratch. This leaves no ambiguity about what the tool does.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
It gives clear context for use: you have an existing asset job and want variations along a single axis. It implies alternatives by mentioning 'existing asset job' (vs. creating from scratch) but does not explicitly name sibling tools or state when not to use it. The instruction to hold object identity fixed further constrains when it is appropriate.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
generate_sound_effectGenerate a game sound effectA
SPENDS AUDIO CREDITS. Generates a short sound effect from a text description — weapon reports, impacts, footsteps, UI blips, or a seamless ambience loop. Set loop:true for anything that must tile without a seam. Each variation in quantity costs separately. Polls and downloads inline, returning local file paths; the wait is bounded, so a slow provider returns a job id to poll with get_asset_job rather than hanging. NOTE: the provider documents this request contract but not its response shape, so this path is UNVERIFIED against the live API — the first real call may need a client fix.
| Name | Required | Description | Default |
|---|---|---|---|
| loop | No | Request a seamless loop. Essential for ambience beds and engine tones. | |
| name | Yes | Short identifier, e.g. "plasma_rifle_fire". Becomes the workspace folder. | |
| prompt | Yes | What the sound is. Concrete physical description beats genre words. | |
| quantity | No | How many variations. Each costs credits. | |
| destination | No | Output root. Defaults to ASSET_OUTPUT_DIR. | |
| waitSeconds | No | Bounded wait before returning a job id instead. 0 returns immediately. | |
| durationSeconds | No | Whole seconds, 1-22. Provider default is 2. | |
| promptInfluence | No | 0..1. Higher follows the prompt more literally; lower explores. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations only provide readOnlyHint=false, openWorldHint=true, idempotentHint=false, destructiveHint=false, which say little about side effects or costs. The description carries the full burden and does so richly: it states 'SPENDS AUDIO CREDITS', explains each variation costs separately, describes polling behavior with a bounded wait, reveals the return format (local file paths), and even discloses that the path is UNVERIFIED against the live API. This goes well beyond the annotations and is a model of transparency.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is longer than the ideal but every sentence serves a purpose. It front-loads the cost warning, then describes the tool, provides loop guidance, explains polling, and ends with an essential unverified caveat. It is not verbose or redundant, though it could be tightened slightly by omitting the repeated warning about variations in both the main text and the parameter schema.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a complex 8-parameter tool with no output schema, the description covers cost, loop behavior, variations, polling, bounded wait, and return format (local file paths). It also flags the unverified status. It does not specify error handling or edge cases, but given the schema covers parameter details and the description covers behavioral essentials, it is sufficiently complete for an agent to call correctly.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 100%, so the baseline is 3. The description largely repeats what the schema already states (e.g., loop for seamless tiling, prompt advice 'Concrete physical description beats genre words' is in the schema's prompt description). It adds no new parameter semantics beyond the schema, so a 3 is appropriate.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description opens with a clear verb+resource: 'Generates a short sound effect from a text description' and lists concrete examples (weapon reports, impacts, footsteps, UI blips, ambience loop). It is immediately distinct from sibling tools like create_3d_asset or get_asset_job, since it targets audio generation and even references get_asset_job for polling.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description gives explicit usage context: 'SPENDS AUDIO CREDITS' warns about cost, 'Set loop:true for anything that must tile without a seam' provides a condition for a parameter, and it explains when polling is needed ('a slow provider returns a job id to poll with get_asset_job rather than hanging'). It does not explicitly name alternatives or say when NOT to use this tool, but the context is clear enough for an agent to choose appropriately.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
get_asset_jobGet asset job statusARead-only
Check an asset job, refreshing it from the provider if it is still running. READ-ONLY: makes a network call to the provider but never spends credits. Call this after create_3d_asset or texture_existing_asset until status is "ready", then call download_asset. Statuses: queued, generating_reference, reference_ready, generating_3d, processing, ready, failed, cancelled.
| Name | Required | Description | Default |
|---|---|---|---|
| detail | No | Return the FULL job record including prompts, provider parameters and every file. Defaults to false because full records are large and flood context on repeated polls. | |
| assetJobId | Yes | The local asset job id returned when the job was created. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations already declare readOnlyHint and openWorldHint, but the description adds that it 'makes a network call to the provider but never spends credits' and explains the refresh behavior. This adds concrete context beyond annotations. It doesn't describe return format or error handling, but given the annotation coverage, this is sufficient.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is compact and front-loads the core purpose and read-only nature. The status list is dense but comprehensive, and the sequential guidance is clear. It could be split into a list for readability, but it's efficient and every sentence carries useful information.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a simple polling tool with two parameters and no output schema, the description covers the essential workflow: when to call, what statuses to expect, and the read-only safety. It doesn't detail error handling or response structure, but that's not critical given the tool's simplicity and the guidance provided.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is 100%, so both parameters are documented in the schema. The description adds extra value by explaining the 'detail' parameter's default and its rationale ('Defaults to false because full records are large and flood context on repeated polls'), which is not in the schema. This goes beyond the baseline of 3.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the action: 'Check an asset job, refreshing it from the provider if it is still running.' It identifies the resource (asset job) and the specific behavior (refresh if running), and it distinguishes itself from siblings by tying it to the create/texture workflow and the subsequent download step. This is specific and unambiguous.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description provides explicit sequential guidance: 'Call this after create_3d_asset or texture_existing_asset until status is "ready", then call download_asset.' This tells the agent exactly when to use it. However, it doesn't explicitly contrast with alternatives like list_asset_jobs (which is for listing, not polling a single job), so it's not a full when-not-to-use, but it is clear enough.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
get_spend_reportReport what this session has spentARead-onlyIdempotent
FREE and fully local: no network call, no credits. Reports the estimated provider spend for this workspace, broken down by tool, plus the remaining headroom under ASSET_SPEND_LIMIT_CENTS if one is set. Figures are normalised to US cents because providers bill in different units. Costs marked "estimated" are pessimistic placeholders for providers that do not publish a per-call rate — treat them as a guard, not an invoice.
| Name | Required | Description | Default |
|---|---|---|---|
No parameters | |||
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations already declare readOnlyHint=true, idempotentHint=true, and destructiveHint=false. The description adds valuable behavioral context: it is free, fully local, makes no network call, consumes no credits, normalizes figures to US cents, and clearly flags that estimated costs are pessimistic placeholders. This goes beyond the annotations to explain the nature of the data and its reliability, though it does not address any potential concurrency or rate-limit behavior (likely irrelevant for a local read).
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is two sentences with no fluff. The leading 'FREE and fully local: no network call, no credits' is an efficient hook, followed by the core reporting function and the important estimation caveat. Every part adds value, and it is front-loaded with the most decision-relevant information.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given the tool has no parameters and no output schema, the description fully covers what the agent needs: what is reported (spend breakdown by tool, remaining headroom), the unit normalization, and the caveat about estimated costs. There is no missing detail that would prevent correct invocation or interpretation of results.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The tool has zero parameters, and the schema coverage is 100% (empty properties object). Per the baseline rule for 0 parameters, a score of 4 is appropriate. The description does not need to explain parameters since none exist, and it appropriately focuses on the output semantics instead.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific verb ('Reports') and a specific resource ('estimated provider spend for this workspace, broken down by tool'), plus the additional output of remaining headroom. It clearly distinguishes from sibling tools, which are all asset-generation/job tools, by being the only spend-related tool. The purpose is unambiguous.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description does not explicitly state when to use this tool versus alternatives, though no direct alternative exists among siblings. It does convey that it is free and local, implying it can be called without cost concerns, but it lacks an explicit 'use this when you need to check budget' or 'prefer this over external APIs' guidance. The usage context is implied rather than stated.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
inspect_assetInspect a downloaded 3D assetARead-onlyIdempotent
FREE and fully local: no network call, no credits. Reports the technical properties of a downloaded glTF/GLB — mesh and triangle counts, materials, texture resolutions, bounding box in metres, and whether UVs, normals, tangents and PBR channels are present — plus warnings for anything that will cause downstream problems. Pass assetJobId to inspect a downloaded job, or modelPath to inspect any local file.
| Name | Required | Description | Default |
|---|---|---|---|
| modelPath | No | Absolute path to a local mesh. GLB and glTF are inspected directly; other mesh formats are accepted and will fail at decode, since only glTF can be read. | |
| assetJobId | No | A job that has already been downloaded. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations already declare readOnlyHint=true and idempotentHint=true, so the tool is known to be safe. The description adds valuable context: 'FREE and fully local: no network call, no credits' and lists what it reports, including warnings for downstream problems. This goes beyond the annotations without contradicting them.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is two sentences and front-loaded with the key benefit ('FREE and fully local'), then the purpose, then how to call it. The list of properties is somewhat lengthy but necessary to convey the output. It is efficient without being terse.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
There is no output schema, but the description enumerates what is reported (counts, materials, etc.) and mentions warnings, covering the return content. It also explains both parameters' usage. It does not detail error behavior beyond the schema's note on non-glTF formats, but that is sufficient for a read-only inspection tool.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 100%, so the schema already documents both parameters. The description adds meaning by clarifying the relationship: assetJobId is for a downloaded job and modelPath for any local file. This clarifies the distinction beyond the schema's bare descriptions.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific verb ('inspect') and resource ('downloaded glTF/GLB' or local file), and enumerates the technical properties it reports (mesh/triangle counts, materials, texture resolutions, bounding box, presence of UVs/normals/tangents/PBR channels). It also notes warnings for downstream issues, making the purpose concrete and distinct from siblings like get_asset_job or validate_game_asset.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
It provides clear usage context for both parameters: 'Pass assetJobId to inspect a downloaded job, or modelPath to inspect any local file.' This tells the agent when each input is appropriate. However, it does not explicitly mention when not to use this tool versus alternatives, so it falls short of a 5.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
list_asset_jobsList asset jobsARead-only
List local asset jobs, newest first. READ-ONLY and fully local: no network call, no credits. Does not refresh provider state — use get_asset_job for that.
| Name | Required | Description | Default |
|---|---|---|---|
| limit | No | ||
| status | No | Filter to one lifecycle status. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Even though readOnlyHint is true, the description adds critical context: 'fully local: no network call, no credits' and 'does not refresh provider state.' These details about cost, network access, and side effects go well beyond the annotation and help an agent gauge operational impact.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Three concise sentences: the first states the core purpose and ordering, the second adds local/no-network/no-credit detail, and the third clarifies the exception. Information is front-loaded and every sentence earns its place with no fluff.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a read-only list tool with optional parameters, the description covers purpose, sorting, side-effect caveats, and the alternative tool. It does not describe the return structure or pagination, but the schema provides limit bounds and the tool's simplicity reduces the need. Overall, it is nearly complete.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The description does not mention either parameter (limit or status). Schema coverage is only 50% (status has a description, limit does not), and the description does not compensate by explaining limit's role or the enum's purpose. An agent must rely on the parameter names and defaults, which is insufficient for a low-coverage schema.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific verb ('list') and resource ('local asset jobs'), adds a sorting guarantee ('newest first'), and explicitly distinguishes itself from get_asset_job by noting it does not refresh provider state. This makes the tool's scope unambiguous against a large sibling set.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
It provides an explicit exclusion: 'Does not refresh provider state' and directly names the alternative 'use get_asset_job for that.' This tells the agent exactly when to choose a different tool, leaving no ambiguity.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
normalize_meshRepair a mesh so it can be textured and shippedA
FREE and fully local: no network call, no credits. Requires a local Blender install (optional dependency; the tool refuses with instructions if absent). Repairs a mesh for downstream use: generates UV coordinates for objects that have NONE — the single most common reason a mesh cannot be textured — welds coincident vertices, dissolves degenerate triangles, gives every material a stable non-empty name, forces opaque blending, and optionally decimates to a triangle budget. Existing UV layouts are never overwritten. Exports GLB and returns a receipt with before/after counts so the change is measurable.
| Name | Required | Description | Default |
|---|---|---|---|
| modelPath | No | Absolute path to a local mesh (.glb/.gltf/.obj/.fbx/.stl). | |
| overwrite | No | Allow an explicit outputPath to replace an existing file. Off by default: a silent overwrite destroys a result you may already have reviewed. Never permits writing over the input mesh. | |
| assetJobId | No | A downloaded job whose model should be normalized. | |
| outputPath | No | Where to write the GLB. Must end in .glb, or have no extension (in which case .glb is appended) — the exporter rewrites the extension, so a .gltf path would silently become .glb and could land on a different file. Refused if it resolves onto the input mesh, by filesystem identity, so symlinks, hardlinks and case-insensitive volumes all count. Use an ABSOLUTE path: a relative one resolves against the SERVER's working directory, which your MCP client chose, and a leading ~ is not expanded. Naming an existing directory writes a sibling file beside it, not inside it. Defaults to <input>_normalized.glb beside the source. | |
| islandMargin | No | UV island padding. | |
| cleanGeometry | No | Weld coincident vertices, dissolve degenerate faces, make normals consistent. | |
| mergeDistance | No | Weld threshold in scene units. Larger values will change the silhouette. | |
| timeoutSeconds | No | ||
| targetTriangles | No | Decimate down to roughly this many triangles. Omit to leave density alone. | |
| unwrapMissingUVs | No | Generate UVs for objects that have none. Never touches an existing layout. | |
| angleLimitDegrees | No | Smart-project angle limit. | |
| normalizeMaterials | No | Name every material slot and force opaque blending. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations carry no safety hints (all false/empty), so the description bears the full burden — and it exceeds it. It discloses the surprising 'forces opaque blending', guarantees 'Existing UV layouts are never overwritten', and repeatedly states it never writes over the input mesh. It also reveals the receipt with before/after counts. No contradiction with annotations (destructiveHint=false is consistent with the no-overwrite guarantee).
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
A dense paragraph with no filler — every sentence contributes (dependency, behavior list, safety guarantees, return format). It is front-loaded with the cost model. Slightly long, but the information density justifies the length.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a 12-parameter, zero-required mutation tool with no output schema, the description covers the key decision points: dependency requirements, safety boundaries, and the measurable return receipt. It doesn't walk through every parameter, but the schema handles that; the main omission is explicit routing away from overlapping siblings.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 92%, so the schema documents nearly all parameters; the baseline of 3 applies and the description need not compensate. It does add a little value (decimation goal, UV generation intent) but leaves parameter-level details to the schema, which is appropriate at this coverage level.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific, unambiguous purpose: 'Repairs a mesh for downstream use' and enumerates the exact operations (UV generation, vertex welding, degenerate-triangle dissolution, material naming, opaque blending, optional decimation). Verb+resource are distinct and clearly differentiated from siblings such as retopologize_asset and texture_existing_asset.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Provides strong context: it calls out that it is free/local with no credits, and flags the Blender optional dependency with refusal behavior. It explains the canonical scenario ('the single most common reason a mesh cannot be textured'). It doesn't name sibling alternatives explicitly with when-not conditions, so differentiation is implied rather than stated.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
preview_asset_promptPreview the prompt that would be generatedARead-onlyIdempotent
FREE and fully local: no network call, no credits. Shows the exact reconstruction-oriented prompt and negative prompt that generate_asset_reference would send for a given spec. Use this to sanity-check art direction before spending image credits.
| Name | Required | Description | Default |
|---|---|---|---|
| spec | Yes |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations already establish readOnly, idempotent, non-destructive behavior. The description adds valuable context: it is free, fully local (no network call, no credits), and shows the exact prompt that the generator would send. This goes beyond the annotations by clarifying cost and network implications.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Three tight sentences: first states the key benefit (free/local), second the core action, third the usage scenario. No filler, front-loaded with the most important differentiator.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
The description covers purpose, benefit, use case, and output type (prompt and negative prompt). It does not detail the spec schema, but that is fully documented in the input schema. For a non-destructive preview tool with robust annotations, this is sufficient; the only minor omission is any note about error handling or output format details, but those are not critical.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The description only refers to 'a given spec' without elaborating on its structure. However, the input schema's nested properties contain rich descriptions for each field (name, output, etc.), so the agent can understand the spec from the schema. The description adds no new meaning to the spec parameter itself, so it relies on the schema – baseline 3.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description explicitly states the action ('Shows the exact...prompt') and the resource (the prompt that generate_asset_reference would send), and distinguishes itself as FREE and fully local, differentiating it from the generating sibling. It names the sibling tool and clearly communicates it's a preview, not the generator.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
It explicitly says 'Use this to sanity-check art direction before spending image credits,' giving a clear when-to-use condition. It names generate_asset_reference as the alternative that actually spends credits, and implies this tool is for pre-flight validation. No exclusions are needed.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
retopologize_assetRebuild an asset's topology, optionally as quadsA
SPENDS 3D CREDITS. Rebuilds the topology of an existing generated asset. Quad output is the default because quads survive downstream mesh qualification and editing far better than the triangle soup generators typically emit. ASYNCHRONOUS: poll get_asset_job, then download_asset and validate_game_asset. NOTE: the provider task name is taken from published docs and is UNVERIFIED live.
| Name | Required | Description | Default |
|---|---|---|---|
| quad | No | Quads rather than triangles. | |
| faceLimit | No | Target face count. | |
| assetJobId | Yes | A job whose 3D task produced a model. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
The description adds significant behavioral context beyond annotations: it discloses credit spending, async execution with poll steps, and flags the provider task name as unverified. This is valuable transparency that annotations do not provide, and there is no contradiction with the annotations.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a few sentences, each contributing useful information: credit cost, purpose, rationale, async steps, and a verification note. It is front-loaded with the most critical constraint (credit spend) and avoids redundancy.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a mutation tool with no output schema, the description covers the essential context: the operation, cost, async flow, and follow-up steps. It could mention potential error conditions or prerequisites more explicitly, but the assetJobId parameter description in the schema helps fill that gap.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 100%, so all parameters are documented in the schema. The description adds minimal extra meaning—only reiterating the quad default, which is already in the schema. Baseline 3 is appropriate.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the verb 'Rebuilds' and the resource 'topology of an existing generated asset', distinguishing it from siblings like normalize_mesh or texture_existing_asset. It also explains the rationale for quad output, reinforcing its specific role.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description provides context on why quads are preferred but does not explicitly state when to use this tool versus alternatives like normalize_mesh. The async workflow is mentioned, but no exclusion criteria or comparisons are provided, leaving usage decisions partially implicit.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
rig_assetGenerate a skeleton and skin weightsA
SPENDS 3D CREDITS. Rigs an existing generated asset — builds a skeleton and skin weights so it can be animated. Takes an asset job that already produced a model. ASYNCHRONOUS: poll get_asset_job, then download_asset. Rig before animating; retargeting an unrigged model wastes the credits. NOTE: the provider task name is taken from published docs and is UNVERIFIED live.
| Name | Required | Description | Default |
|---|---|---|---|
| spec | No | Which skeleton convention to target. | humanoid |
| outFormat | No | glb | |
| assetJobId | Yes | A job whose 3D task produced a model. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
The description discloses several behavioral traits beyond the annotations: it spends 3D credits (cost), it is asynchronous requiring polling of get_asset_job and download_asset, and it notes that the provider task name is unverified. These are critical operational details that annotations (readOnlyHint=false, openWorldHint=true) do not capture. The description adds substantial transparency.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Every sentence earns its place: the credit warning is front-loaded, the async workflow is stated, and the prerequisite and warning about wasted credits are included. It is information-dense but not bloated, with a clear logical flow from cost to action to next steps.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given the complexity (asynchronous, credit-spending, dependency on prior job), the description covers all essential aspects: what it does, the prerequisite, the async polling pattern, and the cost implication. It even flags the unverified provider name. For a tool with no output schema, this is nearly complete for an agent to use correctly.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is 67%, leaving outFormat undocumented. The description does not clarify what outFormat options are or how spec affects the rigging, beyond what the schema already states for assetJobId. While the description reinforces that assetJobId must reference a completed model, it adds minimal value to parameter understanding. The missing outFormat explanation is a clear gap.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the action (rigs), the resource (an existing generated asset), and the outcome (builds skeleton and skin weights). It distinguishes from siblings like animate_asset and retopologize_asset by framing the purpose as enabling animation. The verb-resource combination is specific and unambiguous.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description gives explicit context: it must be used on an asset job that already produced a model, and it should precede animation ('Rig before animating'). It also warns about wasting credits by retargeting an unrigged model, which implies when this tool is the right choice. It does not explicitly name alternatives like animate_asset, but the sequencing guidance provides adequate usage direction.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
select_referenceChoose which reference image to reconstructAIdempotent
FREE and local: no network call, no credits. Records which candidate image should be used for 3D reconstruction. Call this after looking at the candidates from generate_asset_reference, and before create_3d_asset.
| Name | Required | Description | Default |
|---|---|---|---|
| assetJobId | Yes | ||
| candidateId | Yes | The candidate id, e.g. "cand_1". |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations already provide idempotentHint=true and destructiveHint=false, but the description adds meaningful context: it is free and local (no network call, no credits) and that it 'records' which candidate image to use. This goes beyond the structured annotations and helps the agent understand side effects (state change, but idempotent) and cost implications.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is two concise sentences with no fluff. The free/local note is front-loaded, followed by the core action and workflow. Every sentence earns its place, and the structure is immediately scannable.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a simple two-parameter selection tool with no output schema, the description is largely complete: it explains the core action, the workflow sequence, and key behavior (free/local). The only gap is the undocumented assetJobId, but given the tool's simplicity and the workflow clarity, a 4 is reasonable.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is 50%: candidateId has a description, assetJobId does not. The description mentions 'candidate image' which indirectly relates to candidateId, but it does not clarify assetJobId at all. The description adds marginal value beyond the schema but fails to compensate for the undocumented parameter, so a 3 is appropriate.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific action ('records which candidate image') on a specific resource ('for 3D reconstruction'), and explicitly places it between generate_asset_reference and create_3d_asset. This clearly differentiates it from siblings like generate_reference_variations or create_3d_asset.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description gives explicit workflow context: 'Call this after looking at the candidates from generate_asset_reference, and before create_3d_asset.' This is clear when-to-use guidance. It does not mention when not to use or list alternative tools, but the workflow sequencing is strong enough for a 4.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
texture_existing_assetGenerate PBR textures for a mesh you already haveA
SPENDS 3D CREDITS. Applies newly generated PBR materials to an EXISTING mesh, keeping its geometry untouched. Use this when you already own a model and only the materials are missing or wrong — it is cheaper than regenerating and preserves the mesh exactly. Provide the mesh as either modelPath (local .glb/.gltf/.fbx/.obj/.stl) or originalAssetJobId (a previous job from this server whose 3D task produced a model). Direct the material with EITHER prompt OR styleImagePath, not both. ASYNCHRONOUS: poll get_asset_job until "ready", then download_asset. NOTE: providers may only support retexturing meshes that originated from their own prior task; if a provider rejects an uploaded mesh, use originalAssetJobId instead.
| Name | Required | Description | Default |
|---|---|---|---|
| pbr | No | ||
| spec | No | Required with modelPath, so the result has a name and provenance. | |
| prompt | No | Text direction for the material. | |
| modelPath | No | Absolute path to a local mesh file. | |
| textureSeed | No | ||
| modelVersion | No | ||
| styleImagePath | No | Local image whose look should be transferred onto the mesh. | |
| textureQuality | No | "detailed" is the HD tier and costs more credits. | detailed |
| textureAlignment | No | "geometry" aligns to the mesh shape; "original_image" to the reference image. | |
| originalAssetJobId | No | A previous asset job from this server whose 3D task produced a model. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
The description is richly transparent. It discloses cost ('SPENDS 3D CREDITS'), non-destructive behavior ('keeping its geometry untouched'), asynchronous operation with explicit polling instructions ('poll get_asset_job until "ready", then download_asset'), and a critical provider limitation with a fallback. These details go well beyond the annotations (readOnlyHint=false, destructiveHint=false, etc.) and give the agent a clear behavioral model.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is substantial but every sentence serves a purpose: cost warning, function, use-case justification, input methods, material direction rule, async flow, and provider caveat. It is front-loaded with the cost and core purpose, and while it is longer than average, the information density justifies the length. The structure is logical and scannable.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a tool with 10 parameters and nested objects but no output schema, the description covers the essential operational flow: how to provide the mesh, how to direct the material, how to handle the async result, and a failure case. It does not detail output structure, but that is handled by the referenced job flow. The description is complete enough for an agent to invoke correctly without reading the entire schema.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The description clarifies the most important parameter interactions: the mutual exclusivity of prompt and styleImagePath ('EITHER prompt OR styleImagePath, not both') and the two valid inputs for the mesh (modelPath or originalAssetJobId). With 70% schema coverage, this adds critical value beyond the schema, though it does not explain every parameter (e.g., textureSeed, modelVersion), which is acceptable given their optional nature.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the tool's function: applying newly generated PBR materials to an existing mesh while preserving geometry. It specifies the resource (existing mesh) and the action (apply materials), and distinguishes itself from sibling tools like create_3d_asset by explicitly framing the use case as 'when you already own a model and only the materials are missing or wrong.' This makes the purpose unambiguous.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description gives explicit instructions on when to use the tool (existing mesh, missing/wrong materials) and why it's preferable (cheaper, preserves geometry). It also explains two ways to provide the mesh and a fallback for provider limitations. However, it does not explicitly name alternative tools (e.g., create_3d_asset for new meshes) or state when NOT to use it beyond the implied existing-asset condition, so it falls short of a 5.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
validate_game_assetCheck whether an asset is game-readyARead-onlyIdempotent
FREE and fully local: no network call, no credits. Judges a glTF/GLB against a shipping policy and returns a pass/fail verdict with per-check reasons — UVs, normals, tangents where a normal map is bound, triangle budget, material count, texture resolution, power-of-two textures, and bounding-box sanity. Errors fail the asset; warnings are judgement calls and do not. Every threshold is overridable, because an asset failing someone else's house style is not a defect. Pair with normalize_mesh: run this first to see what is wrong, normalize, then run it again to prove the repair.
| Name | Required | Description | Default |
|---|---|---|---|
| modelPath | No | Absolute path to a local .glb or .gltf. | |
| assetJobId | No | A job that has already been downloaded. | |
| requireUVs | No | ||
| maxMaterials | No | ||
| maxTriangles | No | ||
| minTextureSize | No | ||
| requireNormals | No | ||
| maxDimensionMeters | No | ||
| minDimensionMeters | No | ||
| requireBaseColorTexture | No | ||
| requirePowerOfTwoTextures | No | ||
| requireTangentsWithNormalMap | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations already declare readOnlyHint=true and idempotentHint=true, so the description does not need to re-state safety. It adds valuable behavioral detail: errors fail the asset, warnings do not; every threshold is overridable (implying parameter customization). The note that it is free and fully local adds context about execution environment. This goes beyond what annotations provide, though it could be more explicit about output structure or error handling.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single dense paragraph but is well-ordered: starts with 'FREE and fully local', then describes the core function, then error/warning behavior, then overridability, then the pairing workflow. Every sentence carries information and nothing is redundant. It could be broken into bullet points for scannability, but it's efficient and not bloated. Slight deduction for length; it could be shortened without losing content.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
The description explains the output (pass/fail with per-check reasons) and the checks, but it omits critical usage details: it does not state that one of modelPath or assetJobId must be provided (both are optional in schema), nor does it mention default thresholds or units (e.g., triangle count, texture size). Without an output schema, the return format is only vaguely described. The pairing with normalize_mesh is helpful, but the description lacks completeness for an agent to call correctly without additional inference.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is only 17% (only modelPath and assetJobId have descriptions). The description lists the checks performed (UVs, normals, tangents, triangle budget, etc.) but does not explicitly map each check to its corresponding parameter (e.g., requireUVs, maxTriangles). The statement 'Every threshold is overridable' implies parameters exist but doesn't clarify their semantics. Given the low schema coverage, the description should compensate more by naming parameters or specifying units. It adds some value by listing the checks, but an agent might still be unsure how to set specific thresholds.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the tool judges glTF/GLB assets against a shipping policy and returns a pass/fail verdict with per-check reasons. It lists specific checks (UVs, normals, tangents, triangle budget, etc.) and distinguishes itself from normalize_mesh by describing the pairing workflow. This is a specific, actionable purpose that an agent can easily understand 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.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description explicitly notes it is free and fully local (no network/credits), which is a condition for when to use it. It also instructs to pair with normalize_mesh: run this first, normalize, then run again to verify repair. This provides clear 'when to use' context. It does not explicitly mention when not to use or list alternatives, but given the tool's role as the validation step, the guidance is sufficient. A small deduction for not stating that it's a pre-shipping check among other potential validation paths.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
20 tool updates
v0.3.8- First observed
animate_asset - First observed
batch_prepare_meshes - First observed
create_3d_asset - First observed
create_game_prop - First observed
download_asset - First observed
extract_pbr_trio - First observed
generate_asset_reference - First observed
generate_reference_variations - First observed
generate_sound_effect - First observed
get_asset_job - First observed
get_spend_report - First observed
inspect_asset - First observed
list_asset_jobs - First observed
normalize_mesh - First observed
preview_asset_prompt - First observed
retopologize_asset - First observed
rig_asset - First observed
select_reference - First observed
texture_existing_asset - First observed
validate_game_asset
TDQS
Scored across 20 tools
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).
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.
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.
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
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