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game-asset-mcp

Un servidor MCP que permite a un agente de IA producir activos 3D listos para el juego de principio a fin — imagen de referencia, malla, texturas PBR, procedencia — y retexturizar mallas que ya posees.

La mayoría de las herramientas de generación de activos se detienen en "escribe un prompt, obtén una malla". Esa es la mitad fácil. La mitad que realmente bloquea un proyecto es la malla que ya tienes: el kitbash que modelaste la semana pasada, el prop de marketplace cuyos materiales no coinciden con tu dirección de arte, el greybox que necesita verse como acero corroído para el viernes. texture_existing_asset toma una malla que tú proporcionas y le da nuevos materiales PBR sin regenerar la geometría que ya aprobaste.

Todo queda registrado. Cada trabajo conserva el prompt, la semilla, la versión del modelo del proveedor, el id de tarea del proveedor y un SHA-256 para cada byte descargado — así que dentro de seis meses aún podrás responder "¿qué produjo este archivo?".

El servidor es agnóstico respecto al proveedor por construcción. Hoy impulsa Tripo para 3D y Leonardo.Ai para imágenes de referencia y efectos de sonido, detrás de tres interfaces pequeñas (ImageProvider, Model3DProvider, AudioProvider). Añadir un proveedor no cambia la superficie de herramientas. Consulta docs/architecture.md para saber por qué está construido de esta manera.


Requisitos

  • Node.js >= 18.17 — el servidor usa fetch, FormData, Blob y AbortController globales.

  • Sin módulos nativos, sin cadena de herramientas de compilación, sin base de datos. Funciona en cualquier lugar donde Node funcione.

  • Opcional: una instalación local de Blender 4.x+ habilita la mitad de reparación de normalize_mesh y batch_prepare_meshes. Todas las demás herramientas funcionan sin él; la herramienta se niega con instrucciones cuando no está presente. En macOS Blender no está en PATH, así que establece BLENDER_PATH o confía en el valor predeterminado incluido /Applications/Blender.app.

  • Al menos una clave de API de proveedor (ver Configuración). Una es suficiente — se validan de forma perezosa.


Related MCP server: Context3D MCP Server

Instalación

Instala directamente desde GitHub. Ambas formas compilan el TypeScript durante la instalación, así que obtienes un binario game-asset-mcp ejecutable de cualquier manera.

# 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#v0.3.8

Fija la versión. Sin un sufijo #vX.Y.Z, ambas formas resuelven a lo que sea main en ese momento, lo cual no es una dependencia estable. Cada versión está etiquetada, así que #v0.3.8 te da exactamente ese árbol. Las versiones se listan en github.com/theisegoria/game-asset-mcp/releases, cada una con los defectos que esa versión corrigió.

⛔ No fijes v0.3.0, v0.3.1 o v0.3.2. Una revisión posterior encontró rutas en vivo en esas versiones que destruyen la malla que les pasas y reportan éxito. Están etiquetadas solo para que el historial esté completo. Sus páginas de versión también lo dicen.

O trabaja desde un clon, que es lo que quieres si pretendes cambiar algo:

git clone https://github.com/theisegoria/game-asset-mcp.git
cd game-asset-mcp
npm install
npm run build     # emits dist/
node dist/server.js

No está en npm. No existe npm install @theisegoria/game-asset-mcp — el paquete se distribuye solo desde GitHub. Cualquier cosa que diga lo contrario está desactualizada.

El servidor habla MCP sobre stdio. Iniciado directamente en una terminal, simplemente se quedará esperando a que un cliente le hable — eso es un comportamiento correcto, no un cuelgue. Los registros van a stderr; stdout pertenece al protocolo.


Configuración

Establece estas variables en el bloque env de tu cliente MCP — ver los fragmentos a continuación. No hay carga de .env: el servidor lee process.env y nada más, así que un archivo .env en disco no hace nada a menos que tu shell o cliente lo exporte primero.

Variable

Requerida

Predeterminado

Propósito

TRIPO_API_KEY

para herramientas 3D

—

Clave de API de Tripo. Crea una en platform.tripo3d.ai.

LEONARDO_API_KEY

para herramientas de imagen y audio

—

Clave de Leonardo.Ai con acceso a API habilitado. Una clave cubre tanto imágenes de referencia como efectos de sonido.

LEONARDO_MODEL_ID

no

predeterminado integrado

Sobrescribe el modelo de imagen de Leonardo predeterminado. También existe un modelId por llamada.

ASSET_OUTPUT_DIR

no

./assets/generated

Dónde se escriben los activos y los registros de trabajo. Relativo al directorio de trabajo del servidor.

ASSET_MAX_DOWNLOAD_BYTES

no

268435456 (256 MiB)

Límite máximo para cualquier descarga individual, aplicado mientras se transmite — y también para cualquier archivo LOCAL que proporciones, así que una malla demasiado grande que ya posees se rechaza con DOWNLOAD_TOO_LARGE.

ASSET_HTTP_TIMEOUT_MS

no

60000

Tiempo de espera HTTP por solicitud.

ASSET_LOG_LEVEL

no

info

silent | error | warn | info | debug.

BLENDER_PATH

no

auto-detectado

Ejecutable de Blender para normalize_mesh y batch_prepare_meshes. Sobrescribe la detección.

TRIPO_BASE_URL

no

endpoint de Tripo v3

Redirige el proveedor 3D. Debe ser https://; un valor http:// se rechaza cuando el proveedor se usa por primera vez, no al inicio, porque los proveedores se construyen de forma perezosa.

LEONARDO_BASE_URL

no

endpoint de Leonardo

Redirige el proveedor de imagen/audio. Debe ser https://, rechazado en el primer uso, por la misma razón.

ASSET_SPEND_LIMIT_CENTS

no

ilimitado

Límite de gasto de sesión en centavos de dólar estadounidense. Las herramientas que consumen créditos se niegan una vez que se alcanza, antes de contactar al proveedor.

⚠️ Los créditos de API de Tripo se facturan por separado de una suscripción a Tripo Studio

Esto atrapa a casi todos. Una suscripción web a Tripo Studio no financia llamadas a la API. Son dos productos diferentes con dos saldos diferentes. Si has estado generando modelos felizmente en la aplicación web de Studio y tu primera llamada a create_3d_asset regresa rechazada por créditos insuficientes, no has configurado mal nada — necesitas créditos de API en la plataforma de desarrolladores. Cómpralos en platform.tripo3d.ai, no en la aplicación de Studio.

Limitando lo que se puede gastar

Establece ASSET_SPEND_LIMIT_CENTS y cada herramienta que consume créditos lo verifica antes de contactar al proveedor en absoluto — incluso antes de que se suba una malla o imagen de referencia — negándose con el saldo restante nombrado en lugar de gastar de más. El límite está en centavos de dólar estadounidense porque los dos proveedores facturan en unidades diferentes — Tripo en créditos de $0.01, Leonardo en USD — y un límite que los mezcle no significaría nada.

Donde un proveedor publica un precio por llamada, lo usamos. Donde no lo hace, el guardián usa un marcador de posición deliberadamente pesimista y get_spend_report dice qué cifras son cuáles. Es un guardián, no una factura: los cargos reales deberían llegar a o por debajo de la estimación, nunca por encima.

Un proveedor es suficiente

Las credenciales se validan de forma perezosa, en el momento en que una herramienta las necesita, nunca al inicio. Si solo estableces TRIPO_API_KEY, el servidor arranca bien y todas las herramientas 3D funcionan; las herramientas de imagen devuelven un error claro CONFIG_MISSING nombrando la variable que te falta. Lo contrario también se cumple. Nunca te ves obligado a tener una cuenta que no quieres solo para usar la mitad del pipeline que sí quieres.


Configuración del cliente MCP

Claude Code / Claude Desktop

Añade a tu configuración de MCP (claude_desktop_config.json, o .mcp.json en un proyecto para 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"
      }
    }
  }
}

Usa una ruta absoluta para args y para ASSET_OUTPUT_DIR. El directorio de trabajo de un cliente MCP no es el que crees, y un directorio de salida relativo dispersará los activos en algún lugar sorprendente.

Cualquier otro cliente MCP

El mismo servidor, descrito genéricamente — un proceso hijo stdio:

{
  "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"
  }
}

Herramientas disponibles

Herramienta

Gasta créditos

Qué hace

preview_asset_prompt

No

Prueba en seco. Muestra el prompt exacto y el prompt negativo que produciría una especificación, para que la dirección de arte pueda corregirse antes de pagar nada.

generate_asset_reference

Sí

Convierte una especificación de activo en imágenes de referencia construidas para la reconstrucción: sujeto aislado, silueta completa, luz plana, fondo liso. Crea el trabajo de activo.

generate_reference_variations

Sí

Explora un eje (silueta, tratamiento de material, detallado, desgaste, proporciones, componentes funcionales) manteniendo fija la identidad del objeto.

select_reference

No

Marca qué candidato de referencia reconstruirá el paso 3D. Solo contabilidad local.

create_3d_asset

Sí

Reconstruye una malla con texturas PBR a partir de la referencia seleccionada, o directamente desde texto cuando no existe referencia. Devuelve inmediatamente un trabajo para consultar.

texture_existing_asset

Sí

Aplica nuevos materiales PBR a una malla que ya posees (GLB/GLTF/FBX/OBJ/STL) o a una generada previamente. La geometría no se modifica.

get_asset_job

No

Consulta un trabajo. Mapea el vocabulario de estado del proveedor a un ciclo de vida normalizado y conserva el estado bruto junto a él.

download_asset

No

Descarga el modelo, las texturas y las vistas previas del proveedor a tu espacio de trabajo, calculando el hash y registrando cada archivo.

inspect_asset

No

Lee un glTF/GLB descargado e informa de lo que realmente contiene: mallas, materiales, canales de textura, tamaños.

extract_pbr_trio

No

Divide un material glTF en imágenes independientes de albedo, normal y rugosidad, desempaquetando metallicRoughness (rugosidad = verde, metálico = azul). Remuestrea a un tamaño exacto, promediando el color en luz lineal y los canales de datos directamente.

normalize_mesh

No

Repara una malla para que pueda usarse: genera UV para objetos que no tienen (la razón habitual por la que una malla no puede texturizarse), suelda vértices coincidentes, disuelve triángulos degenerados, nombra cada material y fuerza la mezcla opaca. Dependencia opcional de Blender.

generate_sound_effect

Sí

Genera un efecto de sonido corto para juegos a partir de una descripción: impactos, disparos, pitidos de interfaz o un bucle ambiental sin costuras. Consulta y descarga en línea.

create_game_prop

Sí — solo imágenes

El punto de entrada orientado a la intención: solicitud en lenguaje natural, especificación de activo y candidatos de referencia a la salida. Se detiene deliberadamente antes del gasto 3D para que un humano o agente elija primero la referencia.

list_asset_jobs

No

Lista los trabajos conocidos, del más reciente al más antiguo, como resúmenes compactos.

rig_asset

Sí

Construye un esqueleto y pesos de piel para un activo generado para que pueda animarse.

animate_asset

Sí

Reorienta una animación preestablecida a un activo que ya ha sido riggeado. Rechaza una fuente sin rig en lugar de cobrar por nada.

retopologize_asset

Sí

Reconstruye la topología, con quads por defecto: los quads sobreviven mucho mejor a la edición posterior y a la calificación de mallas que la sopa de triángulos del generador.

validate_game_asset

No

Evalúa una malla contra una política de publicación y devuelve aprobado/rechazado con razones por comprobación: UV, normales, tangentes, presupuesto de triángulos, materiales, resolución de textura, cordura de la caja delimitadora. Cada umbral es anulable.

batch_prepare_meshes

No

Ejecuta validar → normalizar → validar en una lista de rutas .glb/.gltf (hasta 500) y devuelve un veredicto por elemento. Las mallas que ya pasan se dejan intactas; un archivo defectuoso se informa en su propio elemento y nunca detiene la ejecución.

get_spend_report

No

Lo que este espacio de trabajo ha gastado, por herramienta, con el margen restante, y si cada cifra es un precio publicado o un marcador pesimista.

Solo nueve herramientas pueden costarte dinero, y cada una lo indica en su descripción antes de ser llamada.


La mitad local gratuita (sin claves API, sin red)

Once de las veinte herramientas nunca gastan un crédito, y solo dos de esas once usan la red en absoluto: get_asset_job consulta y download_asset descarga; ambas son gratuitas pero son llamadas de red. Las otras nueve funcionan sin conexión. Las cinco siguientes son el pipeline de mallas, y si ya tienes mallas, son todo el producto.

Herramienta

Qué responde

inspect_asset

¿Qué hay realmente dentro de este glTF? Mallas, materiales, canales de textura, tamaños, límites.

validate_game_asset

¿Es esto publicable? Aprobado/rechazado con razones por comprobación y cada umbral anulable.

normalize_mesh

Repárala: genera UV para objetos que no tienen, suelda vértices coincidentes, disuelve triángulos degenerados, nombra materiales.

batch_prepare_meshes

Lo mismo, en una lista de rutas .glb/.gltf, con un veredicto por elemento. Un elemento fallido puede haber escrito un archivo: cuando la normalización tiene éxito pero el resultado no cumple la política, la malla se conserva para inspección. Usa outputsWritten, no prepared, para predecir el número de archivos.

extract_pbr_trio

Divide un material en imágenes de albedo / normal / rugosidad, desempaquetando metallicRoughness correctamente.

El bucle habitual es validar → normalizar → validar de nuevo, de modo que la reparación queda demostrada en lugar de asumida:

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
   → passes

batch_prepare_meshes ejecuta ese bucle sobre una lista e informa de cada elemento por separado. Las mallas que ya pasan se dejan intactas en lugar de reescribirse, un archivo defectuoso nunca detiene la ejecución, y dos fuentes que comparten un nombre base obtienen salidas distintas en lugar de sobrescribirse entre sí.

La falta de UV es el defecto que vale la pena conocer. Una malla sin coordenadas UV no puede ser texturizada por nada: ni esta herramienta, ni un proveedor, ni tú a mano. Los generadores y los activos de marketplace suelen venir sin ellas. validate_game_asset lo menciona primero por esa razón.

La normalización necesita Blender (4.x+). Sin él, las herramientas aún validan e informan; simplemente no pueden reparar. En macOS, Blender no está en PATH, así que o establece BLENDER_PATH o confía en el valor predeterminado incluido /Applications/Blender.app.


Flujo de trabajo de ejemplo

Pipeline completo: de la idea al activo inspeccionado

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 disk

El paso 2 no es decoración. Elegir la referencia antes de gastar créditos 3D es toda la razón por la que el pipeline se divide aquí: una mala referencia produce una malla derretida, y solo lo descubres después de pagar por la reconstrucción.

Retexturizado: más corto, más barato y el flujo que la mayoría de las herramientas no tienen

Ya tienes la malla. No hay nada que referenciar, nada que seleccionar, nada que reconstruir:

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              → free

Una llamada de pago en lugar de dos, y la geometría que ya aprobaste vuelve sin cambios.


Costos y efectos secundarios

Llamadas que gastan créditos del proveedor: generate_asset_reference, generate_reference_variations, create_3d_asset, texture_existing_asset, generate_sound_effect, rig_asset, animate_asset, retopologize_asset, y el paso de generación de imágenes dentro de create_game_prop. Nada más en este servidor puede cobrarse.

Llamadas gratuitas: 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. Consulta, inspecciona, divide y descarga tantas veces como quieras.

Un POST que consume créditos nunca se reintenta automáticamente. Esta es una regla deliberada y estructural, y vive en la capa HTTP, no en cada punto de llamada. Cuando una solicitud que crea una tarea de generación falla —timeout, socket reset, 502— el cliente no puede saber si el proveedor la aceptó antes de que se rompiera la conexión. Reintentar podría ser gratis; también podría cobrarte el doble por una malla que nunca recibes. Así que no reintenta, el error vuelve directamente, y la decisión de intentarlo de nuevo es tuya. Las lecturas idempotentes —sondeos de estado, descargas de archivos— se reintentan libremente con backoff, porque repetirlas no cuesta nada.

Otros efectos secundarios que vale la pena conocer:

  • Los archivos se escriben en disco. Los activos descargados aterrizan en ASSET_OUTPUT_DIR, y una ruta de descarga que escape de la raíz del workspace es rechazada. Tres herramientas son diferentes y deliberadamente: extract_pbr_trio, normalize_mesh y batch_prepare_meshes escriben donde tú les digas, incluso fuera del workspace, porque operan sobre mallas que ya posees y esas no viven en un directorio de generación de activos. Dales un destino que realmente querías.

  • download_asset y generate_sound_effect aceptan un destination que anula ASSET_OUTPUT_DIR para esa única llamada. Sigue estando contenido: una ruta que escape de la raíz dada es rechazada.

  • ASSET_OUTPUT_DIR debe ser absoluto. Un valor relativo se resuelve contra el directorio de trabajo del servidor, que tu cliente MCP elige —varios se lanzan desde /. El servidor se niega a arrancar con un mensaje que nombra la ruta resuelta y el directorio de trabajo del que proviene. Ese diagnóstico cubre los ocho errnos que esto puede producir de forma realista —ENOENT, EACCES, EPERM, EROFS, ENOTDIR, ELOOP, ENAMETOOLONG y ENOSPC, incluido ASSET_OUTPUT_DIR apuntando a un archivo en lugar de un directorio. Cualquier otra cosa aún se propaga en bruto.

  • Nada se sobrescribe en silencio. Un nombre de salida derivado recibe un sufijo numérico (crate, crate_2, …) en lugar de destruir un resultado que quizás ya hayas revisado, y el nombre se reclama mediante creación exclusiva para que dos elementos en un mismo lote no puedan competir por él. Un outputPath explícito es rechazado de plano si ya hay un archivo ahí, a menos que pases overwrite: true —y es rechazado incondicionalmente, sin opción de exclusión, si se resuelve sobre la malla de entrada. Esa resolución tiene en cuenta symlinks, hardlinks, volúmenes que no distinguen mayúsculas y el hábito del exportador de reescribir la extensión, porque cada uno de esos ha destruido una malla fuente aquí.

  • Las descargas están limitadas a ASSET_MAX_DOWNLOAD_BYTES y el límite se aplica durante el streaming, no desde la cabecera Content-Length —un servidor que mienta sobre el tamaño no puede agotar tu memoria.

  • Solo HTTPS. Las URLs que no son HTTPS son rechazadas de plano, incluidas las que llegan dentro de la respuesta de un proveedor.

  • Las claves API se redactan de los logs de forma centralizada, así que ningún punto de llamada de log individual puede filtrar una.


Diseño del workspace

Cada activo recibe un directorio autocontenido. Ábrelo en un explorador de archivos seis meses después y sigue explicándose por sí mismo:

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> es el nombre de tu spec, saneado: en minúsculas, los no alfanuméricos colapsados a guiones bajos. El directorio .jobs es un dot-directory a propósito —navegar por tu workspace de activos debería mostrar activos, no contabilidad.


Solución de problemas

Cada error lleva un campo error legible por máquina que nombra la clase, más un indicador retryable, para que un agente pueda decidir qué hacer a continuación sin analizar prosa. Los nombres siguientes son los valores de ese campo error.

El servidor arranca y sale inmediatamente —el cliente solo dice "connection closed". Tres causas conocidas, y el servidor ahora nombra las dos primeras por sí mismo en lugar de morir en silencio.

  • Un ASSET_OUTPUT_DIR relativo. Se resuelve contra el directorio de trabajo del servidor, que tu cliente MCP elige —varios se lanzan desde /, donde assets/generated se convierte en /assets y no se puede crear. Usa una ruta absoluta. El rechazo nombra la ruta resuelta y el directorio de trabajo del que proviene.

  • Un workspace al que el proceso no puede escribir. El mismo rechazo, distinto errno.

  • Una compilación obsoleta. Si dist/ es anterior a un cambio en el punto de entrada, recompila. npm run verify compila y luego completa un handshake MCP real, que es la forma más rápida de distinguir un servidor roto de una configuración de cliente rota.

normalize_mesh o batch_prepare_meshes se niegan con "Blender not found". No hay un Blender local en PATH. En macOS el bundle de la aplicación no está en PATH incluso cuando Blender está instalado —establece BLENDER_PATH al ejecutable dentro del bundle. batch_prepare_meshes degrada en lugar de fallar: aún valida cada malla e informa de lo que necesitaría reparación.

CONFIG_MISSING —falta una credencial. La herramienta que llamaste necesita un proveedor que no has configurado. El mensaje nombra la variable de entorno exacta. Establécela en el bloque env de tu cliente MCP y reinicia el cliente. Un archivo .env nunca se lee: no hay dependencia de dotenv, así que la variable debe ser exportada por lo que sea que lance el servidor.

PROVIDER_HTTP con estado 401/403 —clave API inválida. La clave es incorrecta, está revocada, o es del proveedor equivocado. Dos trampas específicas: las claves de Leonardo necesitan acceso a API habilitado en la cuenta (un inicio de sesión web por sí solo no lo concede), y una clave de Tripo sin saldo de crédito de API puede fallar en la primera llamada de pago aunque la clave en sí sea válida. Consulta la advertencia de créditos anterior.

RATE_LIMITED —HTTP 429. Marcado como reintentable. Los sondeos hacen backoff y reintentan automáticamente (400 ms, 800 ms, 1600 ms, con tope en 8 s). Las descargas no reintentan —download_asset transmite en un solo intento, así que vuelve a emitirlo tú mismo; como las URLs del proveedor expiran, vuelve a sondear con get_asset_job primero en lugar de reintentar una URL obsoleta. Las solicitudes de generación tampoco reintentan, deliberadamente, porque cuestan dinero. Un 429 durante una descarga aparece como PROVIDER_HTTP con estado 429, no como RATE_LIMITED.

PROVIDER_TASK_FAILED —la tarea falló en el lado del proveedor. La llamada HTTP tuvo éxito y la generación no. El mensaje propio del proveedor se conserva en los detalles del error. Un rechazo de moderación también aterriza aquí: reescribe el prompt en lugar de reintentarlo sin cambios. Ten en cuenta que una respuesta de Tripo puede llevar HTTP 200 con un code de envoltura distinto de cero; eso es un fallo, y este servidor lo trata como tal en lugar de informar de un éxito fantasma.

La descarga falla con PROVIDER_HTTP 403/404 —la URL expiró. Esta es la sorpresa más común con diferencia. Las URLs de modelo y vista previa del proveedor son de corta duración. Están firmadas, expiran, y una URL que funcionó hace veinte minutos ahora está muerta. La solución no es reintentar la misma URL —llama a get_asset_job de nuevo para volver a sondear al proveedor y obtener URLs frescas, luego download_asset inmediatamente. Como hábito: descarga en cuanto un trabajo informe ready, no al final de una sesión larga.

INVALID_INPUT —formato de imagen no soportado. Las imágenes de referencia deberían ser formatos raster estándar seguros para web (PNG, JPEG, WebP). HDR, EXR, PSD con capas, SVG y TIFF multipágina no son entradas reconstruibles. Para texture_existing_asset, las mallas deben ser GLB, GLTF, FBX, OBJ o STL. Convierte primero; el proveedor no lo hará por ti.

PROVIDER_MALFORMED_RESPONSE —el proveedor devolvió algo inesperado. Cuerpo no JSON, una envoltura vacía, un éxito sin datos, o una subida que no devolvió token de archivo. Normalmente significa un incidente del lado del proveedor o una deriva de versión de API. Establece ASSET_LOG_LEVEL=debug para ver la forma de la solicitud (las claves están redactadas), y consulta la página de estado del proveedor antes de asumir que el error es local.

DOWNLOAD_TOO_LARGE. El archivo superó ASSET_MAX_DOWNLOAD_BYTES. Un GLB PBR de alta calidad puede ser grande; sube el límite si realmente quieres el archivo.

PATH_ESCAPE. Un nombre de archivo suministrado por el proveedor intentó resolverse fuera de tu workspace. La escritura fue rechazada. Esto no debería ocurrir en operación normal —por favor, abre un issue si ocurre.


Estado

Esto es software temprano, y las partes con más probabilidad de derivar están marcadas como tales en lugar de asumirse en silencio.

Las rutas de endpoint v3 de Tripo están fijadas en exactamente un módulo (src/providers/model3d/tripo.ts) y documentadas en un comentario al principio del mismo. La documentación pública de Tripo describe la superficie v3 de dos maneras diferentes —un endpoint de tarea genérico y rutas por operación— y ambas aparecen en la documentación actual. Este cliente implementa la forma de tarea, que coincide con el comportamiento observable de que cada generación devuelve un task_id para sondear, y expone TRIPO_BASE_URL para que puedas redirigir sin editar código. Si están equivocadas, verás un 404 que se ve exactamente como una clave API mala, así que comprueba la ruta antes que la clave.

Nunca se ha hecho ninguna llamada a una API de proveedor en vivo. Esta es la advertencia más importante aquí, así que se declara claramente en lugar de enterrarse. Cada una de las 394 pruebas se ejecuta contra mocks o el sistema de archivos local. Cubren la construcción de prompts, el mapeo de estados, la seguridad de rutas, el almacén de trabajos, las reglas de reintento y redirección de la capa HTTP, y la inspección de glTF contra archivos reales —pero una suite en verde no dice nada sobre si Leonardo y Tripo se comportan como este cliente asume.

Concretamente, estos siguen sin verificar:

  • Las rutas de endpoint v3 de Tripo descritas arriba.

  • Si texture_model acepta una malla subida (file_token) o solo una malla producida por una tarea previa de Tripo (original_model_task_id). Esto decide si puedes retexturizar un modelo que ya posees, que es la función para la que existe este servidor. Resolverlo cuesta una llamada de textura HD.

  • La generación de efectos de sonido no está verificada. Leonardo documenta el contrato de solicitud de Sound Effects v2 (model, prompt, duration 1-22s, prompt_influence, loop, quantity) pero no su forma de respuesta ni cómo se recupera el audio terminado. El cliente lee el id de generación y las URLs de audio de varias formas plausibles y lanza con los NOMBRES de las claves de nivel superior de la respuesta adjuntos (no el cuerpo, que podría ser grande o llevar una URL firmada) cuando ninguna coincide, en lugar de informar de un éxito vacío. Espera que la primera llamada real necesite un arreglo, y por favor abre un issue con la forma del payload que viste.

  • Los ids de modelo de Leonardo en src/providers/image/leonardo.ts, que se transcribieron de documentación publicada. Compruébalos contra GET /platformModels; un id obsoleto falla como un HTTP 400 que se lee como un cuerpo de solicitud malformado. Tanto LEONARDO_MODEL_ID como un modelId por llamada existen como vías de escape.

Si eres la primera persona en ejecutar esto con claves reales, espera tener que arreglar una ruta de endpoint, y por favor abre un issue con lo que encontraste.

Lo que sí está verificado: npm run verify compila el servidor, lo arranca sobre stdio con un cliente MCP real, completa el handshake y afirma que las veinte herramientas se registran. Eso es un round-trip de protocolo, no una cadena de versión —un servidor que no logra registrar sus herramientas aún arranca perfectamente feliz.

Partes del pipeline local —inspect_asset, extract_pbr_trio, normalize_mesh, validate_game_asset— se comprueban además contra activos de juego reales enviados, en lugar de fixtures, porque un fixture sintético y el parser que lo lee pueden compartir el mismo error y ambos verse en verde. Ha ocurrido aquí: una constante mágica de glTF incorrecta sobrevivió a una suite sintética completa y solo la atrapó un archivo real. La malla sin UV que usan está commiteada aquí en lugar de leerse de un checkout hermano. Solía leerse en vivo del repo del juego, y cuando esa malla fue reparada estas pruebas se pusieron en rojo por un cambio que era completamente correcto —una aserción que fijaba un hecho sobre un archivo que este proyecto no controla. Una prueba no puede depender de contenido que no posee.

Una prueba lanza el servidor compilado a través de un bin enlazado simbólicamente — lo que node_modules/.bin realmente contiene — y le habla mediante MCP, porque ahí es donde falló la protección del punto de entrada: el servidor salía al instante en cada instalación mientras pasaba todas las demás pruebas. Enlaza simbólicamente en lugar de instalar, por lo que no puede detectar una regresión de empaquetado en files o prepare; una instalación real de npm install desde GitHub sigue siendo una comprobación manual.

Por qué el número de pruebas no es el punto

En 0.3.4, cada una de las cinco correcciones principales de la versión anterior se revirtió una a la vez y se volvió a ejecutar la suite. Las cinco sobrevivieron: cada mutante estaba completamente en verde. Las correcciones eran reales; nada en la suite las estaba reteniendo. La causa era una única suposición compartida: cada Blender simulado salía con 0 e imprimía exactamente un recibo, por lo que ninguna de las mejoras del protocolo de subprocesos era observable por ninguna prueba.

Eso vale la pena declararlo en un README porque es la lectura honesta de cualquier número de pruebas, incluido este. Una suite certifica las suposiciones del autor, y un defecto que vive dentro de una suposición es invisible para todas las pruebas escritas bajo ella. Lo que cambió es la disciplina, no el número: las correcciones ahora están fijadas por pruebas que se ejecutaron contra el código revertido y se observó que fallaban, y los simulacros compartidos se tratan como sospechosos en lugar de infraestructura.

La misma comprobación atrapó una mala prueba dos veces en una sola sesión. Dos fixtures sucesivos escritos para probar una corrección de umbral de soldadura informaron un recuento de triángulos idéntico con el código correcto y con el código roto, y cualquiera de los dos se habría enviado como evidencia. Un fixture no es prueba hasta que se haya ejecutado tanto con el código corregido como con el roto y se hayan impreso los dos números.


Contribuciones

Los issues y las pull requests son bienvenidos. Si añades un proveedor, implementa ImageProvider o Model3DProvider y no cambies nada más: si un nuevo proveedor obliga a cambiar la superficie de la herramienta, la abstracción está mal y ese es el error que vale la pena discutir primero.

Licencia

MIT © 2026 Ben Haire. Ver LICENSE.

Available Tools

20 tools
animate_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.

NameRequiredDescriptionDefault
animationYesProvider preset animation name, e.g. "walk".
outFormatNoglb
assetJobIdYesA job produced by rig_asset.

TDQS

A4.7/5.0
Behavior5/5

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.

Conciseness5/5

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.

Completeness5/5

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.

Parameters3/5

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.

Purpose5/5

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.

Usage Guidelines5/5

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.

NameRequiredDescriptionDefault
normalizeNoRepair meshes that fail validation. When false, only reports.
outputDirNoWhere 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".
modelPathsYesAbsolute paths to .glb/.gltf meshes.
requireUVsNo
maxTrianglesNo
minTextureSizeNo
skipAlreadyValidNoLeave meshes that already pass untouched instead of rewriting them.
timeoutSecondsPerItemNo

TDQS

A4.7/5.0
Behavior5/5

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.

Conciseness5/5

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.

Completeness5/5

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.

Parameters4/5

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.

Purpose5/5

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.

Usage Guidelines4/5

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.

NameRequiredDescriptionDefault
pbrNoGenerate PBR material channels.
quadNoRequest quad topology. Costs extra credits, but is far kinder to downstream editing.
seedNo
specNoRequired when NOT using assetJobId, so the result has a name and provenance.
imageUrlNohttps URL of a reference image.
faceLimitNoCap the output triangle count.
imagePathNoAbsolute path to a local reference image.
assetJobIdNoAn existing job with a selected reference image.
textPromptNoGenerate directly from text, no reference image.
modelVersionNoProvider model version. Defaults to v3.0-20250812.
textureQualityNo"detailed" is the HD tier and costs more credits.detailed

TDQS

A4.5/5.0
Behavior4/5

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.

Conciseness5/5

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.

Completeness3/5

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.

Parameters4/5

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.

Purpose5/5

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.

Usage Guidelines5/5

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.

NameRequiredDescriptionDefault
nameYesShort identifier, e.g. "portable_atmospheric_processor".
categoryNo
numImagesNo
descriptionYesWhat the object is, in plain language.
waitSecondsNo
artDirectionNoFree-text style, materials and wear.
gameplayPurposeNo
dimensionsMetersNoReal-world size in metres. Used for scale sanity, not enforced by the generator.
targetTriangleCountNo

TDQS

A4.4/5.0
Behavior4/5

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.

Conciseness5/5

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.

Completeness4/5

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.

Parameters3/5

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.

Purpose5/5

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.

Usage Guidelines5/5

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.

NameRequiredDescriptionDefault
assetJobIdYes
destinationNoOverride the output root. Defaults to ASSET_OUTPUT_DIR.
extractTexturesNoWrite embedded glTF images out as separate texture files.

TDQS

A4.9/5.0
Behavior5/5

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.

Conciseness5/5

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.

Completeness5/5

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.

Parameters4/5

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.

Purpose5/5

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.

Usage Guidelines5/5

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.

NameRequiredDescriptionDefault
modelPathNoAbsolute path to a local .glb or .gltf.
assetJobIdNoA job that has already been downloaded.
resolutionNoSquare output size. Defaults to the largest source texture dimension.
destinationNoOutput directory. Defaults to the workspace.
materialIndexNoWhich material to split when the file has several.

TDQS

A4.4/5.0
Behavior5/5

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.

Conciseness5/5

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.

Completeness4/5

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.

Parameters3/5

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.

Purpose5/5

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.

Usage Guidelines4/5

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.

NameRequiredDescriptionDefault
seedNoFix the seed for a reproducible generation.
specYes
widthNo
heightNo
modelIdNoOverride the image model. Defaults to the provider recommendation.
numImagesNoHow many candidates to generate. Each one costs image credits.
waitSecondsNoSeconds to wait for the images before returning. 0 returns immediately with a job id. Bounded on purpose: this call never blocks indefinitely.

TDQS

A4.1/5.0
Behavior5/5

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.

Conciseness4/5

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.

Completeness3/5

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.

Parameters2/5

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.

Purpose5/5

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.

Usage Guidelines4/5

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.

NameRequiredDescriptionDefault
axisYesWhich design dimension to explore.
seedNoFix the seed for a reproducible generation.
widthNo
heightNo
modelIdNoOverride the image model. Defaults to the provider recommendation.
numImagesNoHow many candidates to generate. Each one costs image credits.
assetJobIdYesThe parent job whose spec should be varied.
waitSecondsNoSeconds to wait for the images before returning. 0 returns immediately with a job id. Bounded on purpose: this call never blocks indefinitely.

TDQS

A4.2/5.0
Behavior4/5

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.

Conciseness5/5

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.

Completeness4/5

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.

Parameters3/5

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.

Purpose5/5

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.

Usage Guidelines4/5

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.

NameRequiredDescriptionDefault
loopNoRequest a seamless loop. Essential for ambience beds and engine tones.
nameYesShort identifier, e.g. "plasma_rifle_fire". Becomes the workspace folder.
promptYesWhat the sound is. Concrete physical description beats genre words.
quantityNoHow many variations. Each costs credits.
destinationNoOutput root. Defaults to ASSET_OUTPUT_DIR.
waitSecondsNoBounded wait before returning a job id instead. 0 returns immediately.
durationSecondsNoWhole seconds, 1-22. Provider default is 2.
promptInfluenceNo0..1. Higher follows the prompt more literally; lower explores.

TDQS

A4.3/5.0
Behavior5/5

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.

Conciseness4/5

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.

Completeness4/5

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.

Parameters3/5

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.

Purpose5/5

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.

Usage Guidelines4/5

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 statusA
Read-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.

NameRequiredDescriptionDefault
detailNoReturn 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.
assetJobIdYesThe local asset job id returned when the job was created.

TDQS

A4.3/5.0
Behavior4/5

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.

Conciseness4/5

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.

Completeness4/5

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.

Parameters4/5

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.

Purpose5/5

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.

Usage Guidelines4/5

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 spentA
Read-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.

NameRequiredDescriptionDefault

No parameters

TDQS

A4.3/5.0
Behavior4/5

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.

Conciseness5/5

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.

Completeness5/5

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.

Parameters4/5

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.

Purpose5/5

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.

Usage Guidelines3/5

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 assetA
Read-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.

NameRequiredDescriptionDefault
modelPathNoAbsolute 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.
assetJobIdNoA job that has already been downloaded.

TDQS

A4.3/5.0
Behavior4/5

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.

Conciseness4/5

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.

Completeness4/5

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.

Parameters4/5

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.

Purpose5/5

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.

Usage Guidelines4/5

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 jobsA
Read-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.

NameRequiredDescriptionDefault
limitNo
statusNoFilter to one lifecycle status.

TDQS

A4.4/5.0
Behavior5/5

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.

Conciseness5/5

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.

Completeness4/5

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.

Parameters2/5

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.

Purpose5/5

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.

Usage Guidelines5/5

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.

NameRequiredDescriptionDefault
modelPathNoAbsolute path to a local mesh (.glb/.gltf/.obj/.fbx/.stl).
overwriteNoAllow 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.
assetJobIdNoA downloaded job whose model should be normalized.
outputPathNoWhere 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.
islandMarginNoUV island padding.
cleanGeometryNoWeld coincident vertices, dissolve degenerate faces, make normals consistent.
mergeDistanceNoWeld threshold in scene units. Larger values will change the silhouette.
timeoutSecondsNo
targetTrianglesNoDecimate down to roughly this many triangles. Omit to leave density alone.
unwrapMissingUVsNoGenerate UVs for objects that have none. Never touches an existing layout.
angleLimitDegreesNoSmart-project angle limit.
normalizeMaterialsNoName every material slot and force opaque blending.

TDQS

A4.3/5.0
Behavior5/5

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.

Conciseness4/5

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.

Completeness4/5

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.

Parameters3/5

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.

Purpose5/5

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.

Usage Guidelines4/5

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 generatedA
Read-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.

NameRequiredDescriptionDefault
specYes

TDQS

A4.4/5.0
Behavior4/5

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.

Conciseness5/5

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.

Completeness4/5

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.

Parameters3/5

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.

Purpose5/5

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.

Usage Guidelines5/5

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.

NameRequiredDescriptionDefault
quadNoQuads rather than triangles.
faceLimitNoTarget face count.
assetJobIdYesA job whose 3D task produced a model.

TDQS

A4.1/5.0
Behavior5/5

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.

Conciseness4/5

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.

Completeness4/5

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.

Parameters3/5

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.

Purpose5/5

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.

Usage Guidelines3/5

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.

NameRequiredDescriptionDefault
specNoWhich skeleton convention to target.humanoid
outFormatNoglb
assetJobIdYesA job whose 3D task produced a model.

TDQS

A4.4/5.0
Behavior5/5

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.

Conciseness5/5

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.

Completeness5/5

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.

Parameters2/5

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.

Purpose5/5

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.

Usage Guidelines4/5

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 reconstructA
Idempotent

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.

NameRequiredDescriptionDefault
assetJobIdYes
candidateIdYesThe candidate id, e.g. "cand_1".

TDQS

A4.2/5.0
Behavior4/5

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.

Conciseness5/5

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.

Completeness4/5

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.

Parameters3/5

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.

Purpose5/5

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.

Usage Guidelines4/5

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.

NameRequiredDescriptionDefault
pbrNo
specNoRequired with modelPath, so the result has a name and provenance.
promptNoText direction for the material.
modelPathNoAbsolute path to a local mesh file.
textureSeedNo
modelVersionNo
styleImagePathNoLocal image whose look should be transferred onto the mesh.
textureQualityNo"detailed" is the HD tier and costs more credits.detailed
textureAlignmentNo"geometry" aligns to the mesh shape; "original_image" to the reference image.
originalAssetJobIdNoA previous asset job from this server whose 3D task produced a model.

TDQS

A4.5/5.0
Behavior5/5

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.

Conciseness4/5

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.

Completeness4/5

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.

Parameters4/5

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.

Purpose5/5

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.

Usage Guidelines4/5

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-readyA
Read-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.

NameRequiredDescriptionDefault
modelPathNoAbsolute path to a local .glb or .gltf.
assetJobIdNoA job that has already been downloaded.
requireUVsNo
maxMaterialsNo
maxTrianglesNo
minTextureSizeNo
requireNormalsNo
maxDimensionMetersNo
minDimensionMetersNo
requireBaseColorTextureNo
requirePowerOfTwoTexturesNo
requireTangentsWithNormalMapNo

TDQS

A4/5.0
Behavior4/5

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.

Conciseness4/5

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.

Completeness3/5

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.

Parameters3/5

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.

Purpose5/5

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.

Usage Guidelines4/5

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.

  1. 20 tool updatesv0.3.8
    • First observedanimate_asset
    • First observedbatch_prepare_meshes
    • First observedcreate_3d_asset
    • First observedcreate_game_prop
    • First observeddownload_asset
    • First observedextract_pbr_trio
    • First observedgenerate_asset_reference
    • First observedgenerate_reference_variations
    • First observedgenerate_sound_effect
    • First observedget_asset_job
    • First observedget_spend_report
    • First observedinspect_asset
    • First observedlist_asset_jobs
    • First observednormalize_mesh
    • First observedpreview_asset_prompt
    • First observedretopologize_asset
    • First observedrig_asset
    • First observedselect_reference
    • First observedtexture_existing_asset
    • First observedvalidate_game_asset

TDQS

A4.3/5.0

Scored across 20 tools

Disambiguation5/5

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

Naming Consistency5/5

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

Tool Count4/5

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

Completeness4/5

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

Maintenance

ActivityActive
ResponsivenessSlow

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