game-asset-mcp
game-asset-mcp
AIエージェントが参照画像・メッシュ・PBRテクスチャ・来歴(プロvenance)まで、ゲーム対応の3Dアセットをエンドツーエンドで生成できるMCPサーバーです。また、すでに所有しているメッシュのリテクスチャも行えます。
ほとんどのアセット生成ツールは「プロンプトを入力してメッシュを得る」ところで止まります。それは簡単な半分です。実際にプロジェクトを妨げるのは、すでに持っているメッシュです。先週モデリングしたキットバッシュ、マテリアルがアートディレクションに合わないマーケットプレイスのプロップ、金曜日までに腐食した鋼鉄のように見せなければならないグレーボックス。texture_existing_asset は、あなたが提供したメッシュを受け取り、すでに承認したジオメトリを再生成することなく、新しいPBRマテリアルを与えます。
すべてが記録されます。各ジョブは、プロンプト、シード、プロバイダーのモデルバージョン、プロバイダーのタスクID、ダウンロードしたすべてのバイトのSHA-256を保持します。これにより、6か月後でも「このファイルは何が生成したのか?」に答えられます。
このサーバーは設計上、プロバイダーに依存しません。現在は3D用にTripo、参照画像と効果音用にLeonardo.Aiを、3つの小さなインターフェース(ImageProvider、Model3DProvider、AudioProvider)の背後で駆動します。プロバイダーを追加してもツールの表面は変わりません。このように構築された理由については、docs/architecture.mdを参照してください。
要件
Node.js >= 18.17 — サーバーはグローバルな
fetch、FormData、Blob、AbortControllerを使用します。ネイティブモジュール、ビルドツールチェーン、データベースは不要です。Nodeが動作する場所ならどこでも動作します。
任意: ローカルのBlender 4.x+ インストールがあると、
normalize_meshとbatch_prepare_meshesの修復部分が有効になります。他のすべてのツールはそれなしで動作します。ツールは存在しない場合、指示とともに拒否します。macOSではBlenderはPATHにないため、BLENDER_PATHを設定するか、バンドルされている/Applications/Blender.appのデフォルトに依存してください。少なくとも1つのプロバイダーAPIキー(設定を参照)。1つで十分です。遅延検証されます。
Related MCP server: Context3D MCP Server
インストール
GitHubから直接インストールします。どちらの形式もインストール中にTypeScriptをビルドするため、どちらでも実行可能な game-asset-mcp バイナリが得られます。
# 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バージョンを固定してください。 #vX.Y.Z サフィックスがない場合、両方の形式はその時点の main に解決され、安定した依存関係ではありません。すべてのリリースにはタグが付けられているため、#v0.3.8 で正確にそのツリーが得られます。リリースは github.com/theisegoria/game-asset-mcp/releases に一覧表示され、各リリースにはそのリリースで修正された欠陥が記載されています。
⛔ v0.3.0、v0.3.1、v0.3.2 を固定しないでください。 後のレビューで、これらのバージョンには渡したメッシュを破壊して成功を報告するライブパスがあることが判明しました。履歴を完全にするためにのみタグ付けされています。リリースページにもその旨が記載されています。
または、クローンから作業することもできます。これは何かを変更する予定がある場合に適しています。
git clone https://github.com/theisegoria/game-asset-mcp.git
cd game-asset-mcp
npm install
npm run build # emits dist/
node dist/server.jsnpmにはありません。
npm install @theisegoria/game-asset-mcpは存在しません。パッケージはGitHubからのみ配布されます。それ以外のことを示すものはすべて古い情報です。
サーバーは stdio 上でMCPを話します。ターミナルで直接起動すると、クライアントが話しかけるまで単に待機します。これはハングではなく正しい動作です。ログはstderrに出力されます。stdoutはプロトコル用です。
設定
MCPクライアントの env ブロックでこれらを設定します。以下のスニペットを参照してください。.env の読み込みはありません。サーバーは process.env のみを読み取り、それ以外は読み取りません。したがって、ディスク上の .env ファイルは、シェルまたはクライアントが最初にエクスポートしない限り何も行いません。
変数 | 必須 | デフォルト | 目的 |
| 3Dツール用 | — | Tripo APIキー。platform.tripo3d.ai で作成します。 |
| 画像・音声ツール用 | — | APIアクセスが有効なLeonardo.Aiキー。1つのキーで参照画像と効果音の両方をカバーします。 |
| いいえ | 組み込みデフォルト | デフォルトのLeonardo画像モデルを上書きします。呼び出しごとの |
| いいえ |
| アセットとジョブレコードが書き込まれる場所。サーバーの作業ディレクトリからの相対パス。 |
| いいえ |
| 単一ダウンロードのハード上限。ストリーミング中に強制されます。また、提供するローカルファイルにも適用され、大きすぎるメッシュは |
| いいえ |
| リクエストごとのHTTPタイムアウト。 |
| いいえ |
|
|
| いいえ | 自動検出 |
|
| いいえ | Tripo v3エンドポイント | 3Dプロバイダーを再ターゲットします。 |
| いいえ | Leonardoエンドポイント | 画像/音声プロバイダーを再ターゲットします。 |
| いいえ | 無制限 | セッションの支出上限(米セント単位)。クレジットを消費するツールは、プロバイダーに連絡する前に上限に達すると拒否します。 |
⚠️ Tripo APIクレジットはTripo Studioサブスクリプションとは別に請求されます
これはほぼ全員が引っかかります。Tripo StudioのWebサブスクリプションはAPI呼び出しに資金を提供しません。 これらは2つの異なる製品で、残高も異なります。Studio Webアプリでモデルを快適に生成していて、最初の create_3d_asset 呼び出しがクレジット不足で拒否された場合、設定を誤ったわけではありません。開発者プラットフォームでAPIクレジットが必要です。platform.tripo3d.ai で購入してください。Studioアプリではありません。
支出の上限
ASSET_SPEND_LIMIT_CENTS を設定すると、すべてのクレジット消費ツールがプロバイダーに連絡する前にチェックします。メッシュや参照画像のアップロード前も含みます。残高を指定して拒否し、超過しません。上限は米セント単位です。2つのプロバイダーが異なる単位で請求するためです。Tripoは$0.01クレジット、LeonardoはUSDです。それらを混在させた制限は意味がありません。
プロバイダーが呼び出しごとの価格を公開している場合はそれを使用します。公開していない場合、ガードは意図的に悲観的なプレースホルダーを使用し、get_spend_report はどの数値がどれであるかを示します。これはガードであり、請求書ではありません。実際の請求は推定値以下になるはずで、上回ることはありません。
1つのプロバイダーで十分
資格情報は遅延検証されます。ツールが必要とする瞬間に、起動時ではありません。TRIPO_API_KEY のみを設定した場合、サーバーは正常に起動し、すべての3Dツールが動作します。画像ツールは、欠落している変数を指定する明確な CONFIG_MISSING エラーを返します。逆も同様です。パイプラインの半分だけを使用するために、不要なアカウントを保持することを強制されることはありません。
MCPクライアントのセットアップ
Claude Code / Claude Desktop
MCP設定に追加します(claude_desktop_config.json、またはClaude Codeのプロジェクト内の .mcp.json):
{
"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"
}
}
}
}args と ASSET_OUTPUT_DIR には絶対パスを使用してください。MCPクライアントの作業ディレクトリはあなたが思っているものとは異なり、相対出力ディレクトリはアセットを予期しない場所に散らばらせます。
その他のMCPクライアント
同じサーバーを汎用的に記述します。stdio子プロセスです:
{
"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"
}
}利用可能なツール
ツール | クレジット消費 | 機能 |
| なし | ドライラン。スペックが生成する正確なプロンプトとネガティブプロンプトを表示するため、料金が発生する前にアートディレクションを修正できる。 |
| あり | アセットスペックを再構築用に設計されたリファレンス画像に変換する — 被写体を分離し、シルエット全体を捉え、フラットな照明、無地の背景。アセットジョブを作成する。 |
| あり | オブジェクトのアイデンティティを固定したまま、1つの軸(シルエット、マテリアル処理、ディテール、ウェア、プロポーション、機能コンポーネント)を探索する。 |
| なし | 3Dステップが再構築するリファレンス候補をマークする。ローカルな記録のみ。 |
| あり | 選択したリファレンスからPBRテクスチャ付きメッシュを再構築する — リファレンスが存在しない場合はテキストから直接。ポーリング用のジョブを即座に返す。 |
| あり | 既に所有しているメッシュ(GLB/GLTF/FBX/OBJ/STL)または以前に生成したメッシュに新しいPBRマテリアルを適用する。ジオメトリは変更されない。 |
| なし | ジョブをポーリングする。プロバイダーのステータス語彙を1つの正規化されたライフサイクルにマッピングし、生のステータスも併せて保持する。 |
| なし | プロバイダーのモデル、テクスチャ、プレビューレンダーをワークスペースに取得し、各ファイルをハッシュ化して記録する。 |
| なし | ダウンロードしたglTF/GLBを読み取り、実際に含まれる内容 — メッシュ、マテリアル、テクスチャチャンネル、サイズ — を報告する。 |
| なし | glTFマテリアルを独立したアルベド、ノーマル、ラフネス画像に分割し、metallicRoughnessをデパックする(ラフネス = 緑、メタリック = 青)。リニアライトとデータチャンネルで色を平均化しながら、正確なサイズにリサンプリングする。 |
| なし | メッシュを使用可能な状態に修復する:UVを持たないオブジェクト(メッシュにテクスチャを貼れない一般的な理由)にUVを生成し、一致する頂点を溶接し、縮退三角形を除去し、すべてのマテリアルに名前を付け、不透明ブレンドを強制する。オプションでBlender依存。 |
| あり | 説明文から短いゲームサウンドエフェクトを生成する — インパクト、武器の発射音、UIブリップ、またはシームレスなアンビエンスループ。インラインでポーリングしてダウンロードする。 |
| あり — 画像のみ | 意図に沿ったエントリーポイント:平易な言葉でのリクエストを入力すると、アセットスペックとリファレンス候補を出力する。3D費用が発生する前に意図的に停止し、人間またはエージェントが先にリファレンスを選択できるようにする。 |
| なし | 既知のジョブを新しい順に、コンパクトなサマリーとして一覧表示する。 |
| あり | 生成したアセットにアニメーションを付けられるよう、スケルトンとスキンウェイトを構築する。 |
| あり | プリセットアニメーションを、既にリギング済みのアセットにリターゲットする。リギングされていないソースには課金せずに拒否する。 |
| あり | トポロジを再構築する。デフォルトではクアッド — クアッドは、ジェネレーターの三角形スープよりも、後続の編集やメッシュ認定で大幅に優れた耐久性を持つ。 |
| なし | メッシュを出荷ポリシーに照らして判定し、チェック項目ごとの理由付きで合格/不合格を返す — UV、ノーマル、タンジェント、三角形予算、マテリアル、テクスチャ解像度、バウンディングボックスの妥当性。すべてのしきい値は上書き可能。 |
| なし |
|
| なし | このワークスペースがツール別に消費した金額と残りの余裕 — 各数値が公開価格か、控えめなプレースホルダーかを示す。 |
料金が発生するツールは9つだけで、それぞれの説明に呼び出し前に明記されている。
無料のローカル側(APIキー不要、ネットワーク不要)
20のツールのうち11はクレジットを一切消費せず、その11のうちネットワークを使用するのは2つだけ — get_asset_jobはポーリング、download_assetは取得。どちらも無料だがネットワーク呼び出しである。残りの9つはオフラインで動作する。以下の5つはメッシュパイプラインであり、既にメッシュを持っているならこれらが製品のすべてである。
ツール | 回答する内容 |
| このglTFの中身は実際には何か? メッシュ、マテリアル、テクスチャチャンネル、サイズ、境界。 |
| 出荷可能か? チェック項目ごとの理由付きで合格/不合格、すべてのしきい値は上書き可能。 |
| 修復する:UVを持たないオブジェクトにUVを生成し、一致する頂点を溶接し、縮退三角形を除去し、マテリアルに名前を付ける。 |
| 同じ処理を |
| マテリアルをアルベド / ノーマル / ラフネス画像に分割し、metallicRoughnessを正しくデパックする。 |
通常のループはvalidate → normalize → validateであり、修復が推測ではなく証明される:
validate_game_asset modelPath=/art/crate.glb
→ fails: uvs_present ("nothing can texture this")
normalize_mesh modelPath=/art/crate.glb outputDir=/art/out
→ objectsUnwrapped=2, triangles 3183 → 1750
validate_game_asset modelPath=/art/out/crate_normalized.glb
→ passesbatch_prepare_meshesはそのループをリストに対して実行し、各項目を個別に報告する。既に合格しているメッシュは書き換えられずそのまま残され、1つの不良ファイルが実行を停止することはなく、同じベース名を共有する2つのソースは互いに上書きせず別々の出力を得る。
UV欠落は知っておくべき欠陥である。 UV座標のないメッシュは、何によってもテクスチャを貼ることができない — このツールでも、プロバイダーでも、手作業でも。ジェネレーターやマーケットプレイスのアセットは日常的にUVなしで出荷される。validate_game_assetがその理由で最初にそれを指摘する。
正規化にはBlender(4.x以降)が必要。 それがなければツールは検証と報告は行うが、修復はできない。macOSではBlenderはPATHにないため、BLENDER_PATHを設定するか、バンドルされている/Applications/Blender.appのデフォルトに依存する。
ワークフロー例
フルパイプライン:アイデアから検査済みアセットまで
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ステップ2は飾りではない。3Dクレジットを消費する前にリファレンスを選ぶことが、パイプラインがここで分割されている理由そのものである:悪いリファレンスは溶けたメッシュを生み、その発見は再構築の費用を支払った後にしかできない。
リテクスチャ:より短く、より安く、ほとんどのツールが持たないフロー
メッシュは既に持っている。リファレンスも、選択も、再構築も必要ない:
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有料呼び出しは2回ではなく1回で、既に承認済みのジオメトリは変更されずに戻ってくる。
コストと副作用
プロバイダークレジットを消費する呼び出し: generate_asset_reference、generate_reference_variations、create_3d_asset、texture_existing_asset、generate_sound_effect、rig_asset、animate_asset、retopologize_asset、およびcreate_game_prop内の画像生成ステップ。このサーバーで課金される可能性があるのはこれ以外にない。
無料の呼び出し: 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。ポーリング、検査、分割、ダウンロードは好きなだけ行える。
クレジットを消費するPOSTは、自動的に再試行されることは決してありません。 これは意図的で、重要な役割を担うルールであり、各呼び出しサイトではなくHTTPレイヤーに存在します。生成タスクを作成するリクエストが失敗した場合(タイムアウト、ソケットリセット、502)、クライアントは接続が切断される前にプロバイダーがそれを受け入れたかどうかを知ることはできません。再試行は無料かもしれませんが、受け取ることのないメッシュに対して二重に課金される可能性もあります。そのため、再試行は行われず、エラーはそのまま返され、再試行するかどうかの判断はあなたに委ねられます。冪等な読み取り(ステータスポーリング、ファイルダウンロード)は、繰り返してもコストがかからないため、バックオフ付きで自由に再試行されます。
知っておく価値のあるその他の副作用:
ファイルはディスクに書き込まれます。 ダウンロードされたアセットは
ASSET_OUTPUT_DIRの下に置かれ、ワークスペースルートから外れるダウンロードパスは拒否されます。3つのツールは異なり、意図的にそうなっています:extract_pbr_trio、normalize_mesh、batch_prepare_meshesは、あなたが指定した場所に書き込みます。ワークスペースの外であっても同様です。なぜなら、これらはあなたがすでに所有しているメッシュを操作するものであり、それらはアセット生成ディレクトリには存在しないからです。意図した宛先を指定してください。download_assetとgenerate_sound_effectはdestinationを受け付けます。これはその1回の呼び出しに限りASSET_OUTPUT_DIRを上書きします。それでも制限はあります:指定されたルートから外れるパスは拒否されます。ASSET_OUTPUT_DIRは絶対パスであるべきです。 相対値はサーバーの作業ディレクトリに対して解決されます。これはあなたのMCPクライアントが選択するもので、いくつかは/から起動されます。サーバーは、解決されたパスとその由来となった作業ディレクトリを名指しするメッセージとともに起動を拒否します。この診断は、現実的に発生し得る8つのerrno(ENOENT、EACCES、EPERM、EROFS、ENOTDIR、ELOOP、ENAMETOOLONG、ENOSPC)をカバーし、ASSET_OUTPUT_DIRがディレクトリではなくファイルを指している場合も含みます。それ以外のものはすべてそのまま伝播します。何も黙って上書きされません。 派生した出力名には数値サフィックス(
crate、crate_2、…)が付き、すでにレビュー済みの結果を破壊することはありません。また、名前は排他的作成によって確保されるため、1つのバッチ内の2つのアイテムがその名前を競合することはありません。明示的なoutputPathは、ファイルがすでに存在する場合はoverwrite: trueを渡さない限り完全に拒否されます。また、入力メッシュに解決される場合は、オプトアウトなしで無条件に拒否されます。この解決は、シンボリックリンク、ハードリンク、大文字小文字を区別しないボリューム、およびエクスポーターが拡張子を書き換える習慣を考慮に入れています。なぜなら、これらのすべてがここでソースメッシュを破壊したことがあるからです。ダウンロードは
ASSET_MAX_DOWNLOAD_BYTESで上限が設定され、その上限はContent-Lengthヘッダーではなくストリーミング中に強制されます。サイズについて嘘をつくサーバーでもメモリを枯渇させることはできません。HTTPSのみ。 HTTPS以外のURLは、プロバイダーのレスポンス内に含まれるものも含め、完全に拒否されます。
APIキーはログから中央で編集されるため、個々のログ呼び出しサイトがキーを漏洩させることはありません。
ワークスペースのレイアウト
すべてのアセットは自己完結型のディレクトリを取得します。6か月後にファイルブラウザで開いても、それ自体が説明になっています:
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>はあなたのスペックの名前をサニタイズしたものです:小文字化され、非英数字はアンダースコアに変換されます。.jobsディレクトリは意図的にドットディレクトリになっています。アセットワークスペースを閲覧するとき、帳簿ではなくアセットが表示されるべきだからです。
トラブルシューティング
すべてのエラーは、クラスを名指しする機械可読なerrorフィールドと、retryableフラグを保持しているため、エージェントは散文を解析することなく次に何をすべきかを判断できます。以下の名前は、そのerrorフィールドの値です。
サーバーが起動してすぐに終了する — クライアントは「接続が閉じられました」とだけ言う。 既知の原因は3つあり、サーバーは現在、最初の2つを黙って死ぬのではなく自ら名指しします。
相対的な
ASSET_OUTPUT_DIR。 これはサーバーの作業ディレクトリに対して解決されます。これはあなたのMCPクライアントが選択するもので、いくつかは/から起動され、assets/generatedは/assetsになり、作成できません。絶対パスを使用してください。 拒否は、解決されたパスとその由来となった作業ディレクトリを名指しします。プロセスが書き込めないワークスペース。 同じ拒否、異なるerrno。
古いビルド。
dist/がエントリポイントの変更より古い場合は、再ビルドしてください。npm run verifyはビルドしてから実際のMCPハンドシェイクを完了します。これは、壊れたサーバーと壊れたクライアント設定を区別する最も速い方法です。
normalize_meshまたはbatch_prepare_meshesが「Blender not found」で拒否する。
PATHにローカルのBlenderがありません。macOSでは、BlenderがインストールされていてもアプリバンドルはPATHにありません。BLENDER_PATHをバンドル内の実行可能ファイルに設定してください。batch_prepare_meshesは失敗するのではなく劣化します:すべてのメッシュを検証し、修復が必要なものを報告します。
CONFIG_MISSING — 認証情報がありません。
呼び出したツールが、設定していないプロバイダーを必要としています。メッセージは正確な環境変数を名指しします。MCPクライアントのenvブロックに設定し、クライアントを再起動してください。.envファイルは決して読み取られません:dotenv依存関係はないため、変数はサーバーを起動するものによってエクスポートされる必要があります。
PROVIDER_HTTP、ステータス401/403 — APIキーが無効です。
キーが間違っているか、失効しているか、別のプロバイダーのものです。2つの特定の落とし穴:LeonardoキーはアカウントでAPIアクセスを有効にする必要があります(Webログインだけでは付与されません)。また、APIクレジット残高がないTripoキーは、キー自体は有効でも最初の有料呼び出しで失敗する可能性があります。上記のクレジット警告を参照してください。
RATE_LIMITED — HTTP 429。
再試行可能とマークされています。ポーリングはバックオフして自動的に再試行します(400 ms、800 ms、1600 ms、8秒で上限)。ダウンロードは再試行しません — download_assetは1回の試行でストリーミングされるため、自分で再発行してください。プロバイダーのURLは期限切れになるため、古いURLを再試行するのではなく、最初にget_asset_jobで再ポーリングしてください。生成リクエストも、意図的に、コストがかかるため再試行しません。ダウンロード中の429は、RATE_LIMITEDではなく、ステータス429のPROVIDER_HTTPとして表面化します。
PROVIDER_TASK_FAILED — タスクがプロバイダー側で失敗しました。
HTTP呼び出しは成功し、生成は成功しませんでした。プロバイダー自身のメッセージはエラー詳細に保持されます。モデレーション拒否もここに該当します:プロンプトを変更せずに再試行するのではなく、書き直してください。Tripoのレスポンスは、HTTP 200と非ゼロのエンベロープcodeを伴う場合があることに注意してください。それは失敗であり、このサーバーは幻の成功を報告するのではなく、それを失敗として扱います。
ダウンロードがPROVIDER_HTTP 403/404で失敗する — URLが期限切れです。
これは最も一般的な驚きです。プロバイダーのモデルおよびプレビューURLは短命です。 署名付きで、期限切れになり、20分前に機能したURLは現在は無効です。修正方法は同じURLを再試行することではありません — get_asset_jobを再度呼び出してプロバイダーから新しいURLを再ポーリングし、すぐにdownload_assetを実行してください。習慣として:長いセッションの終わりではなく、ジョブがreadyを報告したらすぐにダウンロードしてください。
INVALID_INPUT — サポートされていない画像形式です。
参照画像は標準的なWebセーフなラスター形式(PNG、JPEG、WebP)であるべきです。HDR、EXR、レイヤー化されたPSD、SVG、マルチページTIFFは再構築可能な入力ではありません。texture_existing_assetの場合、メッシュはGLB、GLTF、FBX、OBJ、STLである必要があります。最初に変換してください。プロバイダーは代わりに変換してくれません。
PROVIDER_MALFORMED_RESPONSE — プロバイダーが予期しないものを返しました。
非JSONボディ、空のエンベロープ、データのない成功、またはファイルトークンを返さないアップロード。通常はプロバイダー側のインシデントまたはAPIバージョンのずれを意味します。ASSET_LOG_LEVEL=debugを設定してリクエストの形状を確認し(キーは編集されます)、バグがローカルにあると想定する前にプロバイダーのステータスページを確認してください。
DOWNLOAD_TOO_LARGE。
ファイルがASSET_MAX_DOWNLOAD_BYTESを超えました。高品質のPBR GLBは大きくなる可能性があります。本当にそのファイルが必要な場合は制限を引き上げてください。
PATH_ESCAPE。
プロバイダー提供のファイル名がワークスペースの外に解決されようとしました。書き込みは拒否されました。通常の操作では発生しないはずです — 発生した場合はissueを開いてください。
ステータス
これは初期のソフトウェアであり、ずれる可能性が最も高い部分は、静かに想定されるのではなく、そのようにマークされています。
Tripoのv3エンドポイントパスは、正確に1つのモジュール(src/providers/model3d/tripo.ts)に固定され、その先頭のコメントに文書化されています。Tripoの公開ドキュメントはv3サーフェスを2つの異なる方法で説明しています — 汎用タスクエンドポイントと操作ごとのパス — そして両方が現在のドキュメントに存在します。このクライアントはタスク形式を実装しています。これは、すべての生成がポーリングするtask_idを返すという観察可能な動作と一致し、コードを編集せずに再ターゲットできるようにTRIPO_BASE_URLを公開しています。それらが間違っている場合、不正なAPIキーとまったく同じように見える404が表示されるため、キーよりも先にパスを確認してください。
ライブのプロバイダーAPIへの呼び出しは一度も行われていません。 これはここで最も重要な注意事項であるため、埋もれさせるのではなく明確に述べられています。394のテストはすべて、モックまたはローカルファイルシステムに対して実行されます。それらは、プロンプト構築、ステータスマッピング、パス安全性、ジョブストア、HTTPレイヤーの再試行とリダイレクトルール、および実ファイルに対するglTF検査をカバーしています — しかし、グリーンなスイートは、LeonardoとTripoがこのクライアントが想定するように動作するかどうかについては何も語っていません。
具体的には、以下は未検証のままです:
上記で説明したTripo v3エンドポイントパス。
texture_modelがアップロードされたメッシュ(file_token)を受け入れるか、それとも以前のTripoタスク(original_model_task_id)によって生成されたメッシュのみを受け入れるか。これは、すでに所有しているモデルを再テクスチャリングできるかどうかを決定します。これはこのサーバーが存在する目的の機能です。解決にはHDテクスチャ呼び出しが1回かかります。サウンドエフェクト生成は未検証です。 LeonardoはSound Effects v2のリクエストコントラクト(
model、prompt、duration1〜22秒、prompt_influence、loop、quantity)を文書化していますが、そのレスポンス形状や完成したオーディオの取得方法は文書化していません。クライアントは、いくつかの妥当な形状から生成IDとオーディオURLを読み取り、どれも一致しない場合は、空の成功を報告するのではなく、レスポンスのトップレベルのキー名(ボディではなく、大きいか署名付きURLを運ぶ可能性があるため)を添付してスローします。最初の実際の呼び出しで修正が必要になると予想し、見たペイロード形状でissueを開いてください。src/providers/image/leonardo.tsのLeonardoモデルID。公開されたドキュメントから転記されたものです。GET /platformModelsと照合してください。古いIDは、不正なリクエストボディのように読めるHTTP 400として失敗します。LEONARDO_MODEL_IDと呼び出しごとのmodelIdの両方がエスケープハッチとして存在します。
あなたが実際のキーでこれを実行する最初の人物である場合、エンドポイントパスを修正することになると予想し、見つけた内容でissueを開いてください。
検証されているもの: npm run verifyはサーバーをビルドし、実際のMCPクライアントでstdio上で起動し、ハンドシェイクを完了し、20のツールすべてが登録されることをアサートします。これはプロトコルのラウンドトリップであり、バージョン文字列ではありません — ツールの登録に失敗するサーバーでも、まったく問題なく起動します。
ローカルパイプラインの一部 — inspect_asset、extract_pbr_trio、normalize_mesh、validate_game_asset — は、フィクスチャではなく実際の出荷済みゲームアセットに対して追加でチェックされます。合成フィクスチャとそれを読み取るパーサーは同じ間違いを共有し、両方がグリーンに見える可能性があるためです。ここで実際に起こりました:間違ったglTFマジック定数が完全な合成スイートを生き延び、実際のファイルによってのみ捕捉されました。それらが使用するUVなしメッシュは、兄弟チェックアウトから読み取るのではなく、ここにコミットされています。以前はゲームリポジトリからライブで読み取られており、そのメッシュが修復されたとき、これらのテストは完全に正しい変更に対して赤くなりました — このプロジェクトが制御しないファイルの事実を固定するアサーションです。テストは、所有していないコンテンツに依存してはなりません。
1つのテストは、シンボリックリンクされたbin(node_modules/.binが実際に含むもの)を通じてビルド済みサーバーを起動し、それに対してMCPで通信します。エントリーポイントのガードが失敗したのはそこだからです。サーバーはインストールのたびに即座に終了し、他のすべてのテストは通過していました。これはインストールではなくシンボリックリンクを使うため、filesやprepareのパッケージング回帰を検出できません。GitHubからの実際のnpm installは今でも手動チェックです。
テスト数が重要ではない理由
0.3.4では、前回リリースの5つの主要な修正を1つずつ元に戻してスイートを再実行しました。5つすべてが生き残りました——すべてのミュータントが完全にグリーンでした。 修正は本物でした。スイート内の何もそれらを支えていませんでした。原因は1つの共通した前提でした。スタブ化されたすべてのBlenderが終了コード0で終了し、正確に1つのレシートを出力したため、サブプロセスプロトコルの強化はどのテストからも観測できなかったのです。
これはREADMEに記載する価値があります。なぜなら、それがこのテスト数を含むあらゆるテスト数の正直な読み方だからです。スイートは作者の前提を証明するものであり、前提の内部に存在する欠陥は、その前提の下で書かれたすべてのテストからは見えません。変わったのは規律であって、数ではありません。修正は現在、元に戻したコードに対して実行され、失敗することが観測されたテストによって固定されており、共有フィクスチャはインフラではなく容疑者として扱われます。
同じチェックが、1回の作業で悪い証明を2回検出しました。溶接閾値の修正を証明するために書かれた2つの連続したフィクスチャが、コードが正しい場合と壊れている場合の両方で同一の三角形数を報告し、どちらも証拠として出荷されるところでした。フィクスチャは、修正されたコードと壊れたコードの両方で実行され、2つの数値が出力されるまで証明にはなりません。
コントリビューション
Issueとプルリクエストを歓迎します。プロバイダーを追加する場合は、ImageProviderまたはModel3DProviderを実装し、それ以外は変更しないでください。新しいプロバイダーがツールサーフェスの変更を強制する場合、抽象化が間違っており、それが最初に議論すべきバグです。
ライセンス
MIT © 2026 Ben Haire。LICENSEを参照してください。
Available Tools
20 toolsanimate_assetRetarget an animation onto a rigged assetA
SPENDS 3D CREDITS. Applies a preset animation to an asset that has ALREADY been rigged with rig_asset. Each animation costs separately. ASYNCHRONOUS: poll get_asset_job, then download_asset. Refuses when the source job was not a rig, because retargeting an unrigged model produces nothing while still being billed. NOTE: the provider task name is taken from published docs and is UNVERIFIED live.
| Name | Required | Description | Default |
|---|---|---|---|
| animation | Yes | Provider preset animation name, e.g. "walk". | |
| outFormat | No | glb | |
| assetJobId | Yes | A job produced by rig_asset. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Beyond annotations (readOnlyHint=false, idempotentHint=false), the description discloses critical behaviors: it 'SPENDS 3D CREDITS', it is asynchronous (requiring polling), it refuses for non-rig jobs, and it flags the provider task name as 'UNVERIFIED live'. These operational and trust details are not present in the annotations, giving the agent a complete picture of consequences and limitations.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Every sentence in the description carries essential content: cost, purpose, asynchronous workflow, failure condition, and a trust caveat. It is front-loaded with the most urgent constraint (credit spend) and structured so that prerequisites and post-conditions are immediately clear. No filler or redundant phrasing.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a 3-parameter tool with no output schema, the description covers all necessary usage context: the prerequisite rigging, the asynchronous flow with specific follow-up tools, the cost model, the refusal behavior for invalid inputs, and a warning about unverified provider metadata. An agent can confidently invoke it correctly without additional information.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 67% (assetJobId and animation have descriptions; outFormat only has enum/default). The description adds minimal param-specific meaning: it reinforces that assetJobId must be a rig job and notes cost per animation, but these are largely operational or redundant with the schema (which already says 'A job produced by rig_asset'). The baseline of 3 applies since coverage is moderate and the description only slightly supplements the schema.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific verb ('Applies'), a resource ('a preset animation to an asset'), and a critical prerequisite ('ALREADY been rigged with rig_asset'). It clearly distinguishes this tool from other asset-creation tools by requiring a prior rig job, making its role in the pipeline unambiguous.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
It explicitly states the precondition (must be rigged), the follow-up workflow ('poll get_asset_job, then download_asset'), and a refusal condition ('Refuses when the source job was not a rig'). This tells an agent exactly when to use it, what to do after, and when it will fail, leaving no ambiguity about its place relative to siblings like rig_asset or download_asset.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
batch_prepare_meshesNormalize and validate many meshes in one callA
FREE and fully local: no network call, no credits. Runs the preparation pipeline over a list of meshes — validate, normalize the ones that fail, validate again — and returns a per-item verdict plus a summary. Meshes that already pass are left untouched rather than rewritten. One failing item never stops the run; its error is reported and the batch continues. Normalization needs a local Blender install; without one this still validates and simply reports what would need repairing. Note that a FAILED item can still have written a file: when normalization succeeds but the result does not clear the policy, the mesh is kept for inspection and named in normalizedPath with outputKept set. Use outputsWritten, not prepared, to predict how many files are in the output directory — prepared is a verdict, not a file count.
| Name | Required | Description | Default |
|---|---|---|---|
| normalize | No | Repair meshes that fail validation. When false, only reports. | |
| outputDir | No | Where normalized copies go, resolved against the SERVER's working directory. Omit to write beside each source; an empty string is rejected rather than silently meaning "beside the source". | |
| modelPaths | Yes | Absolute paths to .glb/.gltf meshes. | |
| requireUVs | No | ||
| maxTriangles | No | ||
| minTextureSize | No | ||
| skipAlreadyValid | No | Leave meshes that already pass untouched instead of rewriting them. | |
| timeoutSecondsPerItem | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations provide no guidance (all false), so description bears full burden. It discloses every significant behavior: validation pipeline, normalization dependency on Blender, per-item error handling, that FAILED items may still write files, and the critical distinction between prepared and outputsWritten. Extremely thorough.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
A single dense paragraph with every sentence earning its place. Front-loads the free/local note and pipeline description, then addresses edge cases without redundancy. Length is justified given the complexity.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
With 8 parameters and no output schema, the description provides surprisingly complete context: batch behavior, Blender dependency, error handling, file-writing edge case, and a caution about counting outputs. No critical information for correct invocation is missing.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is only 50%, so description must compensate. It adds meaning to outputDir (resolved against server's working dir, empty string rejected) and clarifies skipAlreadyValid behavior. However, it does not cover requireUVs, maxTriangles, minTextureSize, or timeoutSecondsPerItem, which lack schema descriptions too. Partial compensation, but not complete.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb and resource: 'Runs the preparation pipeline over a list of meshes — validate, normalize the ones that fail, validate again'. Clearly distinguishes from siblings by being a batch operation, and adds a unique free/local selling point. No ambiguity about what it does.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Implies use for multiple meshes (batch) and notes free/local, but does not explicitly contrast with single-mesh alternatives like normalize_mesh or validate_game_asset. It provides clear context (list, per-item verdict) but no explicit when-not or alternative naming.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
create_3d_assetReconstruct a 3D assetA
SPENDS 3D CREDITS. Creates a textured 3D model. ASYNCHRONOUS — returns immediately with a job id; poll get_asset_job until status is "ready", then call download_asset. Provide exactly ONE source: assetJobId (uses that job's selected reference image), imagePath (a local png/jpg/webp), imageUrl (https), or textPrompt (skips images entirely). Model URLs from the provider EXPIRE, so download promptly once ready.
| Name | Required | Description | Default |
|---|---|---|---|
| pbr | No | Generate PBR material channels. | |
| quad | No | Request quad topology. Costs extra credits, but is far kinder to downstream editing. | |
| seed | No | ||
| spec | No | Required when NOT using assetJobId, so the result has a name and provenance. | |
| imageUrl | No | https URL of a reference image. | |
| faceLimit | No | Cap the output triangle count. | |
| imagePath | No | Absolute path to a local reference image. | |
| assetJobId | No | An existing job with a selected reference image. | |
| textPrompt | No | Generate directly from text, no reference image. | |
| modelVersion | No | Provider model version. Defaults to v3.0-20250812. | |
| textureQuality | No | "detailed" is the HD tier and costs more credits. | detailed |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations indicate readOnlyHint=false, so the description's 'Creates' is consistent. The description adds valuable behavioral context not in annotations: it 'SPENDS 3D CREDITS,' is asynchronous (returns a job id), and model URLs expire. This provides important operational traits beyond the structured annotations, though it doesn't detail failure modes or input validation failures.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a compact five-sentence paragraph, front-loading the most critical facts: credits, creation, asynchronous behavior, source options, and URL expiration. Each sentence serves a purpose with no fluff or repetition. The structure is efficient and agent-friendly.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
While the description covers the main workflow and source options, it omits a key requirement: that `spec` must be provided when not using assetJobId. The schema documents this, but the description does not call it out, which could lead an agent to submit a request without the required `spec` for image/text sources. Given the tool's complexity and absence of an output schema, this is a notable gap.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is 91%, so the baseline is 3. The description enhances understanding of the source parameters: it explains that assetJobId uses a job's selected reference image, imagePath must be local png/jpg/webp, imageUrl must be https, and textPrompt skips images. This goes beyond the schema's brief property descriptions and clarifies the one-source requirement.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a clear verb and resource: 'Creates a textured 3D model.' It identifies the tool as the creation step in a larger workflow, and the title confirms 'Reconstruct a 3D asset.' It distinguishes from siblings like get_asset_job or download_asset by describing the creation action itself, making the purpose unmistakable.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description explicitly tells the agent when to use this tool: 'Provide exactly ONE source' and enumerates the four options (assetJobId, imagePath, imageUrl, textPrompt). It also directs the follow-up actions: poll get_asset_job, then call download_asset. This is clear workflow guidance that distinguishes it from alternative tools and leaves nothing to inference.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
create_game_propStart a game prop from a briefA
SPENDS IMAGE CREDITS ONLY. Convenience entry point: takes a loose brief, builds a reconstruction-grade prompt, and generates N candidate reference images. It deliberately STOPS THERE and does NOT spend 3D credits — look at the returned candidates, call select_reference with your choice, then create_3d_asset. This exists so art direction stays with you rather than being guessed at.
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Short identifier, e.g. "portable_atmospheric_processor". | |
| category | No | ||
| numImages | No | ||
| description | Yes | What the object is, in plain language. | |
| waitSeconds | No | ||
| artDirection | No | Free-text style, materials and wear. | |
| gameplayPurpose | No | ||
| dimensionsMeters | No | Real-world size in metres. Used for scale sanity, not enforced by the generator. | |
| targetTriangleCount | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations declare openWorldHint=true and readOnlyHint=false, but the description adds substantial behavioral value beyond those: it discloses the credit cost profile up front ('SPENDS IMAGE CREDITS ONLY' and not 3D credits), and reveals the transformation behavior (loose brief → reconstruction-grade prompt). No contradiction with annotations. It could go further on details like generation time or failure modes, which keeps it from a 5.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Three dense sentences with zero filler. The most critical operational fact (credit spending) is front-loaded in all caps, followed by the workflow and the design rationale. Every sentence earns its place; the structure mirrors the tool's purpose as an entry point.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a tool with 9 parameters, a nested object, and no output schema, the description covers the workflow and handoff chain well but leaves parameter semantics to the schema, which is only 44% covered. The output shape ('candidate reference images') is hinted but not detailed. Given the strong sibling differentiation and workflow clarity, this is mostly complete with minor gaps around parameters and return details.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is only 44%, and the description does not compensate by explaining individual parameters — it focuses on workflow. The schema itself carries descriptions for name, description, and dimensionsMeters, but parameters like category, artDirection, gameplayPurpose, waitSeconds, and targetTriangleCount have no descriptions and are not touched in the tool description. This is a real gap given the low coverage.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb-resource pair ('takes a loose brief, builds a reconstruction-grade prompt, and generates N candidate reference images') and explicitly frames itself as a 'convenience entry point' that deliberately stops short of 3D generation. It names the exact sibling tools it hands off to (select_reference, create_3d_asset), making the differentiation unambiguous without needing to open their schemas.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Provides an explicit sequential workflow: 'look at the returned candidates, call select_reference with your choice, then create_3d_asset.' It also states when NOT to use it indirectly by declaring that it stops at reference generation and spends no 3D credits — the agent knows this is the reference-stage tool, not the modeling stage. The rationale ('so art direction stays with you') gives clear context for selection.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
download_assetDownload a finished asset into the workspaceA
FREE: no credits. Downloads a completed asset job into a local workspace folder — the model, any PBR variant, the provider preview, the source reference image — and EXTRACTS embedded textures into textures/ as separate files. Also writes asset.json with complete provenance. Call this as soon as get_asset_job reports "ready": provider URLs expire. Never overwrites an existing workspace; a repeat download gets a new suffixed folder.
| Name | Required | Description | Default |
|---|---|---|---|
| assetJobId | Yes | ||
| destination | No | Override the output root. Defaults to ASSET_OUTPUT_DIR. | |
| extractTextures | No | Write embedded glTF images out as separate texture files. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations state readOnlyHint=false, openWorldHint=true, and destructiveHint=false, but the description adds concrete behaviors: writes multiple file types, extracts textures to a textures/ subdirectory, writes asset.json, and never overwrites existing workspaces. It also explains the urgency of expiring URLs, which is not captured by annotations. No contradictions.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is two sentences, front-loaded with a cost note ('FREE: no credits') and then a compact enumeration of what is downloaded. Every phrase adds value: the extraction detail, the asset.json provenance, the urgency trigger, and the no-overwrite guarantee. No redundancy or filler.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a download tool with no output schema, the description conveys all essential operational facts: what is downloaded, where textures go, the asset.json side effect, the timing constraint, and the handling of repeated calls. It answers the key questions an agent would have to call it correctly. The lack of an explicit return value is acceptable given the action-oriented nature, and the description is otherwise complete.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema covers 67% of parameters (destination and extractTextures have descriptions; assetJobId has none). The description adds meaning beyond the schema: it explains the output root concept via 'workspace folder', specifies the texture extraction location ('textures/'), and clarifies the non-overwrite behavior tied to destination. It does not explicitly describe assetJobId but implies it from get_asset_job, which is sufficient context.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific verb ('downloads'), resource ('completed asset job'), and destination ('local workspace folder'), enumerating exactly what gets downloaded (model, PBR variant, preview, source reference) and what is extracted/extended (textures, asset.json). It also implicitly differentiates from get_asset_job by referencing it as the prerequisite, and from other asset tools by focusing on fetching a finished job.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Explicitly instructs when to call ('as soon as get_asset_job reports "ready"') and why (provider URLs expire). Also warns about repeat-download behavior (new suffixed folder instead of overwrite), which guides an agent on idempotency handling without needing to guess.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
extract_pbr_trioSplit a material into separate PBR texture planesA
FREE and fully local: no network call, no credits. Splits a glTF material into independent albedo, normal and roughness images (plus metallic and occlusion when present), de-packing the glTF metallicRoughness texture — roughness is its GREEN channel, metallic its BLUE. Resamples to an exact resolution, averaging colour in linear light and data channels directly, and writes a receipt naming the source texture and channel behind every plane. Use after download_asset, or on any local glTF/GLB. Planes a material declares only as a scalar factor are emitted as flat images and marked source="factor" so a constant is never mistaken for measured data.
| Name | Required | Description | Default |
|---|---|---|---|
| modelPath | No | Absolute path to a local .glb or .gltf. | |
| assetJobId | No | A job that has already been downloaded. | |
| resolution | No | Square output size. Defaults to the largest source texture dimension. | |
| destination | No | Output directory. Defaults to the workspace. | |
| materialIndex | No | Which material to split when the file has several. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With annotations all false, the description carries the full burden of behavioral disclosure, and it does so thoroughly. It reveals the tool performs no network call, consumes no credits, de-packs channels with specific color-space handling (linear light), and writes a receipt with provenance. It also explains the 'source='factor'' edge case, which is exactly the kind of nuance an agent needs.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is information-dense but well-organized: it leads with the key value proposition, then the core operation, then technical details, usage context, and a special case. Each sentence earns its place, and there is no redundant filler. Front-loading the local-free nature and the main split action aids quick comprehension.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a tool with 5 optional parameters and no output schema, the description covers almost everything an agent needs: input types, channel semantics, resolution behavior, receipt generation, and the factor distinction. The only notable gap is that it never explicitly states what the tool returns (e.g., a job ID or a list of output paths). Since it says 'writes a receipt,' the return value is implied but not defined, which is a minor omission.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The input schema has 100% description coverage, so the baseline is 3. The tool description adds some context (e.g., resolution default behavior and the flat image behavior for scalar factors) but doesn't materially enhance parameter meaning beyond what the schema already provides. The schema descriptions suffice.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific verb ('splits'), a precise resource ('a glTF material'), and enumerates the outputs (albedo, normal, roughness, plus metallic and occlusion). It immediately distinguishes the tool from siblings by noting it is local and free, and by referencing the material's metallicRoughness de-packing, making the function unmistakable.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
It gives explicit context for when to use the tool: 'Use after download_asset, or on any local glTF/GLB.' This tells the agent the prerequisite and the acceptable inputs. It doesn't explicitly name alternatives or when not to use it, but the context is clear enough to guide correct invocation.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
generate_asset_referenceGenerate reference images for a game assetA
SPENDS IMAGE CREDITS. Generates candidate reference images for a game asset, framed for 3D reconstruction rather than as concept art (isolated object, whole silhouette, neutral background, even lighting). Returns candidate image URLs for YOU to look at. It does NOT create a 3D model — after inspecting the candidates, call select_reference then create_3d_asset. Asynchronous: waits up to waitSeconds, then returns a job id to poll.
| Name | Required | Description | Default |
|---|---|---|---|
| seed | No | Fix the seed for a reproducible generation. | |
| spec | Yes | ||
| width | No | ||
| height | No | ||
| modelId | No | Override the image model. Defaults to the provider recommendation. | |
| numImages | No | How many candidates to generate. Each one costs image credits. | |
| waitSeconds | No | Seconds to wait for the images before returning. 0 returns immediately with a job id. Bounded on purpose: this call never blocks indefinitely. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
The description adds meaningful behavioral context beyond the annotations: it discloses the credit cost ('SPENDS IMAGE CREDITS'), the asynchronous execution model ('waits up to waitSeconds, then returns a job id to poll'), and the output nature ('candidate image URLs for YOU to look at'). It does not contradict the readOnlyHint=false or idempotentHint=false annotations, and it provides insight into side effects that annotations alone do not convey.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is moderately long but each sentence adds value: credit cost, generation framing, output, not-3D warning, workflow, and async behavior. It front-loads the credit warning and core action. A minor redundancy exists in explaining the framing and the not-3D aspect, but overall it is efficient and well-structured.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given the tool's complexity (7 parameters, nested objects, no output schema), the description covers the high-level workflow and async behavior but omits parameter-level guidance. It does not explain what fields in 'spec' are essential or how waitSeconds interacts with job polling via get_asset_job. The mention of 'call select_reference then create_3d_asset' hints at the pipeline but leaves the agent to infer details from the schema. It is adequate for a basic invocation but incomplete for full correct usage of all options.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is only 57%, leaving many parameters undocumented. The description does not compensate: it mentions 'waitSeconds' implicitly but does not explain the role of spec, numImages, or other nested parameters beyond what the schema already says. For a tool with complex nested objects (spec.artDirection, spec.geometry), the description offers almost no help in constructing valid parameters, falling short of the burden placed on it by low schema coverage.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the verb ('generates'), the resource ('candidate reference images for a game asset'), and the specific framing ('for 3D reconstruction rather than concept art') with concrete visual details (isolated object, neutral background). It also explicitly distinguishes from the sibling create_3d_asset by stating it does NOT create a 3D model, making the purpose unambiguous.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description provides a clear workflow: 'after inspecting the candidates, call select_reference then create_3d_asset'. It also notes asynchronous behavior and the need to poll for a job id. However, it does not mention when NOT to use this tool (e.g., for generating variations) or how it contrasts with generate_reference_variations, so it lacks explicit exclusion guidance.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
generate_reference_variationsExplore variations of an existing referenceA
SPENDS IMAGE CREDITS. Generates variations of an existing asset job along ONE named axis (silhouette, material_treatment, industrial_detailing, wear, proportions, functional_components) while holding the object identity fixed — a variation should still be the same object, not a different one. Creates a NEW child job linked to the parent.
| Name | Required | Description | Default |
|---|---|---|---|
| axis | Yes | Which design dimension to explore. | |
| seed | No | Fix the seed for a reproducible generation. | |
| width | No | ||
| height | No | ||
| modelId | No | Override the image model. Defaults to the provider recommendation. | |
| numImages | No | How many candidates to generate. Each one costs image credits. | |
| assetJobId | Yes | The parent job whose spec should be varied. | |
| waitSeconds | No | Seconds to wait for the images before returning. 0 returns immediately with a job id. Bounded on purpose: this call never blocks indefinitely. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
The description discloses a critical side effect upfront: 'SPENDS IMAGE CREDITS.' It also explains that it creates a new child job and that the object identity is held fixed, which goes beyond the annotations (readOnlyHint=false, openWorldHint=true). While it doesn't mention every possible side effect, this is substantial behavioral context not present in the schema.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single, well-structured sentence that front-loads the cost warning. Every clause adds value: the credit warning, the axis constraint, the identity requirement, and the child-job relationship. There is zero fluff or repetition.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a tool with 8 parameters and no output schema, the description covers the core function and key side effects (credits, child job creation). It doesn't explain the return format, but it mentions creating a child job, which hints at a job reference. The waitSeconds behavior is defined in the schema, so the description doesn't need to repeat it. The remaining gaps (output details) are minor given the tool's role.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The schema already covers 75% of parameters with descriptions (axis, seed, modelId, numImages, assetJobId, waitSeconds). The description adds nuance by stating that only ONE axis is varied and that the object identity is fixed, which clarifies the axis and assetJobId parameters. However, this is supplementary rather than essential, and width/height lack descriptions both in schema and description without compensation.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific verb ('Generates variations') and a specific resource ('existing asset job'), and clearly scopes the action to 'ONE named axis' with a concrete list. It distinguishes itself from siblings by emphasizing it creates a new child job linked to the parent rather than starting from scratch. This leaves no ambiguity about what the tool does.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
It gives clear context for use: you have an existing asset job and want variations along a single axis. It implies alternatives by mentioning 'existing asset job' (vs. creating from scratch) but does not explicitly name sibling tools or state when not to use it. The instruction to hold object identity fixed further constrains when it is appropriate.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
generate_sound_effectGenerate a game sound effectA
SPENDS AUDIO CREDITS. Generates a short sound effect from a text description — weapon reports, impacts, footsteps, UI blips, or a seamless ambience loop. Set loop:true for anything that must tile without a seam. Each variation in quantity costs separately. Polls and downloads inline, returning local file paths; the wait is bounded, so a slow provider returns a job id to poll with get_asset_job rather than hanging. NOTE: the provider documents this request contract but not its response shape, so this path is UNVERIFIED against the live API — the first real call may need a client fix.
| Name | Required | Description | Default |
|---|---|---|---|
| loop | No | Request a seamless loop. Essential for ambience beds and engine tones. | |
| name | Yes | Short identifier, e.g. "plasma_rifle_fire". Becomes the workspace folder. | |
| prompt | Yes | What the sound is. Concrete physical description beats genre words. | |
| quantity | No | How many variations. Each costs credits. | |
| destination | No | Output root. Defaults to ASSET_OUTPUT_DIR. | |
| waitSeconds | No | Bounded wait before returning a job id instead. 0 returns immediately. | |
| durationSeconds | No | Whole seconds, 1-22. Provider default is 2. | |
| promptInfluence | No | 0..1. Higher follows the prompt more literally; lower explores. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations only provide readOnlyHint=false, openWorldHint=true, idempotentHint=false, destructiveHint=false, which say little about side effects or costs. The description carries the full burden and does so richly: it states 'SPENDS AUDIO CREDITS', explains each variation costs separately, describes polling behavior with a bounded wait, reveals the return format (local file paths), and even discloses that the path is UNVERIFIED against the live API. This goes well beyond the annotations and is a model of transparency.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is longer than the ideal but every sentence serves a purpose. It front-loads the cost warning, then describes the tool, provides loop guidance, explains polling, and ends with an essential unverified caveat. It is not verbose or redundant, though it could be tightened slightly by omitting the repeated warning about variations in both the main text and the parameter schema.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a complex 8-parameter tool with no output schema, the description covers cost, loop behavior, variations, polling, bounded wait, and return format (local file paths). It also flags the unverified status. It does not specify error handling or edge cases, but given the schema covers parameter details and the description covers behavioral essentials, it is sufficiently complete for an agent to call correctly.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 100%, so the baseline is 3. The description largely repeats what the schema already states (e.g., loop for seamless tiling, prompt advice 'Concrete physical description beats genre words' is in the schema's prompt description). It adds no new parameter semantics beyond the schema, so a 3 is appropriate.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description opens with a clear verb+resource: 'Generates a short sound effect from a text description' and lists concrete examples (weapon reports, impacts, footsteps, UI blips, ambience loop). It is immediately distinct from sibling tools like create_3d_asset or get_asset_job, since it targets audio generation and even references get_asset_job for polling.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description gives explicit usage context: 'SPENDS AUDIO CREDITS' warns about cost, 'Set loop:true for anything that must tile without a seam' provides a condition for a parameter, and it explains when polling is needed ('a slow provider returns a job id to poll with get_asset_job rather than hanging'). It does not explicitly name alternatives or say when NOT to use this tool, but the context is clear enough for an agent to choose appropriately.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
get_asset_jobGet asset job statusARead-only
Check an asset job, refreshing it from the provider if it is still running. READ-ONLY: makes a network call to the provider but never spends credits. Call this after create_3d_asset or texture_existing_asset until status is "ready", then call download_asset. Statuses: queued, generating_reference, reference_ready, generating_3d, processing, ready, failed, cancelled.
| Name | Required | Description | Default |
|---|---|---|---|
| detail | No | Return the FULL job record including prompts, provider parameters and every file. Defaults to false because full records are large and flood context on repeated polls. | |
| assetJobId | Yes | The local asset job id returned when the job was created. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations already declare readOnlyHint and openWorldHint, but the description adds that it 'makes a network call to the provider but never spends credits' and explains the refresh behavior. This adds concrete context beyond annotations. It doesn't describe return format or error handling, but given the annotation coverage, this is sufficient.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is compact and front-loads the core purpose and read-only nature. The status list is dense but comprehensive, and the sequential guidance is clear. It could be split into a list for readability, but it's efficient and every sentence carries useful information.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a simple polling tool with two parameters and no output schema, the description covers the essential workflow: when to call, what statuses to expect, and the read-only safety. It doesn't detail error handling or response structure, but that's not critical given the tool's simplicity and the guidance provided.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is 100%, so both parameters are documented in the schema. The description adds extra value by explaining the 'detail' parameter's default and its rationale ('Defaults to false because full records are large and flood context on repeated polls'), which is not in the schema. This goes beyond the baseline of 3.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the action: 'Check an asset job, refreshing it from the provider if it is still running.' It identifies the resource (asset job) and the specific behavior (refresh if running), and it distinguishes itself from siblings by tying it to the create/texture workflow and the subsequent download step. This is specific and unambiguous.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description provides explicit sequential guidance: 'Call this after create_3d_asset or texture_existing_asset until status is "ready", then call download_asset.' This tells the agent exactly when to use it. However, it doesn't explicitly contrast with alternatives like list_asset_jobs (which is for listing, not polling a single job), so it's not a full when-not-to-use, but it is clear enough.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
get_spend_reportReport what this session has spentARead-onlyIdempotent
FREE and fully local: no network call, no credits. Reports the estimated provider spend for this workspace, broken down by tool, plus the remaining headroom under ASSET_SPEND_LIMIT_CENTS if one is set. Figures are normalised to US cents because providers bill in different units. Costs marked "estimated" are pessimistic placeholders for providers that do not publish a per-call rate — treat them as a guard, not an invoice.
| Name | Required | Description | Default |
|---|---|---|---|
No parameters | |||
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations already declare readOnlyHint=true, idempotentHint=true, and destructiveHint=false. The description adds valuable behavioral context: it is free, fully local, makes no network call, consumes no credits, normalizes figures to US cents, and clearly flags that estimated costs are pessimistic placeholders. This goes beyond the annotations to explain the nature of the data and its reliability, though it does not address any potential concurrency or rate-limit behavior (likely irrelevant for a local read).
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is two sentences with no fluff. The leading 'FREE and fully local: no network call, no credits' is an efficient hook, followed by the core reporting function and the important estimation caveat. Every part adds value, and it is front-loaded with the most decision-relevant information.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given the tool has no parameters and no output schema, the description fully covers what the agent needs: what is reported (spend breakdown by tool, remaining headroom), the unit normalization, and the caveat about estimated costs. There is no missing detail that would prevent correct invocation or interpretation of results.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The tool has zero parameters, and the schema coverage is 100% (empty properties object). Per the baseline rule for 0 parameters, a score of 4 is appropriate. The description does not need to explain parameters since none exist, and it appropriately focuses on the output semantics instead.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific verb ('Reports') and a specific resource ('estimated provider spend for this workspace, broken down by tool'), plus the additional output of remaining headroom. It clearly distinguishes from sibling tools, which are all asset-generation/job tools, by being the only spend-related tool. The purpose is unambiguous.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description does not explicitly state when to use this tool versus alternatives, though no direct alternative exists among siblings. It does convey that it is free and local, implying it can be called without cost concerns, but it lacks an explicit 'use this when you need to check budget' or 'prefer this over external APIs' guidance. The usage context is implied rather than stated.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
inspect_assetInspect a downloaded 3D assetARead-onlyIdempotent
FREE and fully local: no network call, no credits. Reports the technical properties of a downloaded glTF/GLB — mesh and triangle counts, materials, texture resolutions, bounding box in metres, and whether UVs, normals, tangents and PBR channels are present — plus warnings for anything that will cause downstream problems. Pass assetJobId to inspect a downloaded job, or modelPath to inspect any local file.
| Name | Required | Description | Default |
|---|---|---|---|
| modelPath | No | Absolute path to a local mesh. GLB and glTF are inspected directly; other mesh formats are accepted and will fail at decode, since only glTF can be read. | |
| assetJobId | No | A job that has already been downloaded. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations already declare readOnlyHint=true and idempotentHint=true, so the tool is known to be safe. The description adds valuable context: 'FREE and fully local: no network call, no credits' and lists what it reports, including warnings for downstream problems. This goes beyond the annotations without contradicting them.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is two sentences and front-loaded with the key benefit ('FREE and fully local'), then the purpose, then how to call it. The list of properties is somewhat lengthy but necessary to convey the output. It is efficient without being terse.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
There is no output schema, but the description enumerates what is reported (counts, materials, etc.) and mentions warnings, covering the return content. It also explains both parameters' usage. It does not detail error behavior beyond the schema's note on non-glTF formats, but that is sufficient for a read-only inspection tool.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 100%, so the schema already documents both parameters. The description adds meaning by clarifying the relationship: assetJobId is for a downloaded job and modelPath for any local file. This clarifies the distinction beyond the schema's bare descriptions.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific verb ('inspect') and resource ('downloaded glTF/GLB' or local file), and enumerates the technical properties it reports (mesh/triangle counts, materials, texture resolutions, bounding box, presence of UVs/normals/tangents/PBR channels). It also notes warnings for downstream issues, making the purpose concrete and distinct from siblings like get_asset_job or validate_game_asset.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
It provides clear usage context for both parameters: 'Pass assetJobId to inspect a downloaded job, or modelPath to inspect any local file.' This tells the agent when each input is appropriate. However, it does not explicitly mention when not to use this tool versus alternatives, so it falls short of a 5.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
list_asset_jobsList asset jobsARead-only
List local asset jobs, newest first. READ-ONLY and fully local: no network call, no credits. Does not refresh provider state — use get_asset_job for that.
| Name | Required | Description | Default |
|---|---|---|---|
| limit | No | ||
| status | No | Filter to one lifecycle status. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Even though readOnlyHint is true, the description adds critical context: 'fully local: no network call, no credits' and 'does not refresh provider state.' These details about cost, network access, and side effects go well beyond the annotation and help an agent gauge operational impact.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Three concise sentences: the first states the core purpose and ordering, the second adds local/no-network/no-credit detail, and the third clarifies the exception. Information is front-loaded and every sentence earns its place with no fluff.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a read-only list tool with optional parameters, the description covers purpose, sorting, side-effect caveats, and the alternative tool. It does not describe the return structure or pagination, but the schema provides limit bounds and the tool's simplicity reduces the need. Overall, it is nearly complete.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The description does not mention either parameter (limit or status). Schema coverage is only 50% (status has a description, limit does not), and the description does not compensate by explaining limit's role or the enum's purpose. An agent must rely on the parameter names and defaults, which is insufficient for a low-coverage schema.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific verb ('list') and resource ('local asset jobs'), adds a sorting guarantee ('newest first'), and explicitly distinguishes itself from get_asset_job by noting it does not refresh provider state. This makes the tool's scope unambiguous against a large sibling set.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
It provides an explicit exclusion: 'Does not refresh provider state' and directly names the alternative 'use get_asset_job for that.' This tells the agent exactly when to choose a different tool, leaving no ambiguity.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
normalize_meshRepair a mesh so it can be textured and shippedA
FREE and fully local: no network call, no credits. Requires a local Blender install (optional dependency; the tool refuses with instructions if absent). Repairs a mesh for downstream use: generates UV coordinates for objects that have NONE — the single most common reason a mesh cannot be textured — welds coincident vertices, dissolves degenerate triangles, gives every material a stable non-empty name, forces opaque blending, and optionally decimates to a triangle budget. Existing UV layouts are never overwritten. Exports GLB and returns a receipt with before/after counts so the change is measurable.
| Name | Required | Description | Default |
|---|---|---|---|
| modelPath | No | Absolute path to a local mesh (.glb/.gltf/.obj/.fbx/.stl). | |
| overwrite | No | Allow an explicit outputPath to replace an existing file. Off by default: a silent overwrite destroys a result you may already have reviewed. Never permits writing over the input mesh. | |
| assetJobId | No | A downloaded job whose model should be normalized. | |
| outputPath | No | Where to write the GLB. Must end in .glb, or have no extension (in which case .glb is appended) — the exporter rewrites the extension, so a .gltf path would silently become .glb and could land on a different file. Refused if it resolves onto the input mesh, by filesystem identity, so symlinks, hardlinks and case-insensitive volumes all count. Use an ABSOLUTE path: a relative one resolves against the SERVER's working directory, which your MCP client chose, and a leading ~ is not expanded. Naming an existing directory writes a sibling file beside it, not inside it. Defaults to <input>_normalized.glb beside the source. | |
| islandMargin | No | UV island padding. | |
| cleanGeometry | No | Weld coincident vertices, dissolve degenerate faces, make normals consistent. | |
| mergeDistance | No | Weld threshold in scene units. Larger values will change the silhouette. | |
| timeoutSeconds | No | ||
| targetTriangles | No | Decimate down to roughly this many triangles. Omit to leave density alone. | |
| unwrapMissingUVs | No | Generate UVs for objects that have none. Never touches an existing layout. | |
| angleLimitDegrees | No | Smart-project angle limit. | |
| normalizeMaterials | No | Name every material slot and force opaque blending. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations carry no safety hints (all false/empty), so the description bears the full burden — and it exceeds it. It discloses the surprising 'forces opaque blending', guarantees 'Existing UV layouts are never overwritten', and repeatedly states it never writes over the input mesh. It also reveals the receipt with before/after counts. No contradiction with annotations (destructiveHint=false is consistent with the no-overwrite guarantee).
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
A dense paragraph with no filler — every sentence contributes (dependency, behavior list, safety guarantees, return format). It is front-loaded with the cost model. Slightly long, but the information density justifies the length.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a 12-parameter, zero-required mutation tool with no output schema, the description covers the key decision points: dependency requirements, safety boundaries, and the measurable return receipt. It doesn't walk through every parameter, but the schema handles that; the main omission is explicit routing away from overlapping siblings.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 92%, so the schema documents nearly all parameters; the baseline of 3 applies and the description need not compensate. It does add a little value (decimation goal, UV generation intent) but leaves parameter-level details to the schema, which is appropriate at this coverage level.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
States a specific, unambiguous purpose: 'Repairs a mesh for downstream use' and enumerates the exact operations (UV generation, vertex welding, degenerate-triangle dissolution, material naming, opaque blending, optional decimation). Verb+resource are distinct and clearly differentiated from siblings such as retopologize_asset and texture_existing_asset.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
Provides strong context: it calls out that it is free/local with no credits, and flags the Blender optional dependency with refusal behavior. It explains the canonical scenario ('the single most common reason a mesh cannot be textured'). It doesn't name sibling alternatives explicitly with when-not conditions, so differentiation is implied rather than stated.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
preview_asset_promptPreview the prompt that would be generatedARead-onlyIdempotent
FREE and fully local: no network call, no credits. Shows the exact reconstruction-oriented prompt and negative prompt that generate_asset_reference would send for a given spec. Use this to sanity-check art direction before spending image credits.
| Name | Required | Description | Default |
|---|---|---|---|
| spec | Yes |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations already establish readOnly, idempotent, non-destructive behavior. The description adds valuable context: it is free, fully local (no network call, no credits), and shows the exact prompt that the generator would send. This goes beyond the annotations by clarifying cost and network implications.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Three tight sentences: first states the key benefit (free/local), second the core action, third the usage scenario. No filler, front-loaded with the most important differentiator.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
The description covers purpose, benefit, use case, and output type (prompt and negative prompt). It does not detail the spec schema, but that is fully documented in the input schema. For a non-destructive preview tool with robust annotations, this is sufficient; the only minor omission is any note about error handling or output format details, but those are not critical.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The description only refers to 'a given spec' without elaborating on its structure. However, the input schema's nested properties contain rich descriptions for each field (name, output, etc.), so the agent can understand the spec from the schema. The description adds no new meaning to the spec parameter itself, so it relies on the schema – baseline 3.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description explicitly states the action ('Shows the exact...prompt') and the resource (the prompt that generate_asset_reference would send), and distinguishes itself as FREE and fully local, differentiating it from the generating sibling. It names the sibling tool and clearly communicates it's a preview, not the generator.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
It explicitly says 'Use this to sanity-check art direction before spending image credits,' giving a clear when-to-use condition. It names generate_asset_reference as the alternative that actually spends credits, and implies this tool is for pre-flight validation. No exclusions are needed.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
retopologize_assetRebuild an asset's topology, optionally as quadsA
SPENDS 3D CREDITS. Rebuilds the topology of an existing generated asset. Quad output is the default because quads survive downstream mesh qualification and editing far better than the triangle soup generators typically emit. ASYNCHRONOUS: poll get_asset_job, then download_asset and validate_game_asset. NOTE: the provider task name is taken from published docs and is UNVERIFIED live.
| Name | Required | Description | Default |
|---|---|---|---|
| quad | No | Quads rather than triangles. | |
| faceLimit | No | Target face count. | |
| assetJobId | Yes | A job whose 3D task produced a model. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
The description adds significant behavioral context beyond annotations: it discloses credit spending, async execution with poll steps, and flags the provider task name as unverified. This is valuable transparency that annotations do not provide, and there is no contradiction with the annotations.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a few sentences, each contributing useful information: credit cost, purpose, rationale, async steps, and a verification note. It is front-loaded with the most critical constraint (credit spend) and avoids redundancy.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a mutation tool with no output schema, the description covers the essential context: the operation, cost, async flow, and follow-up steps. It could mention potential error conditions or prerequisites more explicitly, but the assetJobId parameter description in the schema helps fill that gap.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 100%, so all parameters are documented in the schema. The description adds minimal extra meaning—only reiterating the quad default, which is already in the schema. Baseline 3 is appropriate.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the verb 'Rebuilds' and the resource 'topology of an existing generated asset', distinguishing it from siblings like normalize_mesh or texture_existing_asset. It also explains the rationale for quad output, reinforcing its specific role.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description provides context on why quads are preferred but does not explicitly state when to use this tool versus alternatives like normalize_mesh. The async workflow is mentioned, but no exclusion criteria or comparisons are provided, leaving usage decisions partially implicit.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
rig_assetGenerate a skeleton and skin weightsA
SPENDS 3D CREDITS. Rigs an existing generated asset — builds a skeleton and skin weights so it can be animated. Takes an asset job that already produced a model. ASYNCHRONOUS: poll get_asset_job, then download_asset. Rig before animating; retargeting an unrigged model wastes the credits. NOTE: the provider task name is taken from published docs and is UNVERIFIED live.
| Name | Required | Description | Default |
|---|---|---|---|
| spec | No | Which skeleton convention to target. | humanoid |
| outFormat | No | glb | |
| assetJobId | Yes | A job whose 3D task produced a model. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
The description discloses several behavioral traits beyond the annotations: it spends 3D credits (cost), it is asynchronous requiring polling of get_asset_job and download_asset, and it notes that the provider task name is unverified. These are critical operational details that annotations (readOnlyHint=false, openWorldHint=true) do not capture. The description adds substantial transparency.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
Every sentence earns its place: the credit warning is front-loaded, the async workflow is stated, and the prerequisite and warning about wasted credits are included. It is information-dense but not bloated, with a clear logical flow from cost to action to next steps.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
Given the complexity (asynchronous, credit-spending, dependency on prior job), the description covers all essential aspects: what it does, the prerequisite, the async polling pattern, and the cost implication. It even flags the unverified provider name. For a tool with no output schema, this is nearly complete for an agent to use correctly.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is 67%, leaving outFormat undocumented. The description does not clarify what outFormat options are or how spec affects the rigging, beyond what the schema already states for assetJobId. While the description reinforces that assetJobId must reference a completed model, it adds minimal value to parameter understanding. The missing outFormat explanation is a clear gap.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the action (rigs), the resource (an existing generated asset), and the outcome (builds skeleton and skin weights). It distinguishes from siblings like animate_asset and retopologize_asset by framing the purpose as enabling animation. The verb-resource combination is specific and unambiguous.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description gives explicit context: it must be used on an asset job that already produced a model, and it should precede animation ('Rig before animating'). It also warns about wasting credits by retargeting an unrigged model, which implies when this tool is the right choice. It does not explicitly name alternatives like animate_asset, but the sequencing guidance provides adequate usage direction.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
select_referenceChoose which reference image to reconstructAIdempotent
FREE and local: no network call, no credits. Records which candidate image should be used for 3D reconstruction. Call this after looking at the candidates from generate_asset_reference, and before create_3d_asset.
| Name | Required | Description | Default |
|---|---|---|---|
| assetJobId | Yes | ||
| candidateId | Yes | The candidate id, e.g. "cand_1". |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations already provide idempotentHint=true and destructiveHint=false, but the description adds meaningful context: it is free and local (no network call, no credits) and that it 'records' which candidate image to use. This goes beyond the structured annotations and helps the agent understand side effects (state change, but idempotent) and cost implications.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is two concise sentences with no fluff. The free/local note is front-loaded, followed by the core action and workflow. Every sentence earns its place, and the structure is immediately scannable.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a simple two-parameter selection tool with no output schema, the description is largely complete: it explains the core action, the workflow sequence, and key behavior (free/local). The only gap is the undocumented assetJobId, but given the tool's simplicity and the workflow clarity, a 4 is reasonable.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema coverage is 50%: candidateId has a description, assetJobId does not. The description mentions 'candidate image' which indirectly relates to candidateId, but it does not clarify assetJobId at all. The description adds marginal value beyond the schema but fails to compensate for the undocumented parameter, so a 3 is appropriate.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific action ('records which candidate image') on a specific resource ('for 3D reconstruction'), and explicitly places it between generate_asset_reference and create_3d_asset. This clearly differentiates it from siblings like generate_reference_variations or create_3d_asset.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description gives explicit workflow context: 'Call this after looking at the candidates from generate_asset_reference, and before create_3d_asset.' This is clear when-to-use guidance. It does not mention when not to use or list alternative tools, but the workflow sequencing is strong enough for a 4.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
texture_existing_assetGenerate PBR textures for a mesh you already haveA
SPENDS 3D CREDITS. Applies newly generated PBR materials to an EXISTING mesh, keeping its geometry untouched. Use this when you already own a model and only the materials are missing or wrong — it is cheaper than regenerating and preserves the mesh exactly. Provide the mesh as either modelPath (local .glb/.gltf/.fbx/.obj/.stl) or originalAssetJobId (a previous job from this server whose 3D task produced a model). Direct the material with EITHER prompt OR styleImagePath, not both. ASYNCHRONOUS: poll get_asset_job until "ready", then download_asset. NOTE: providers may only support retexturing meshes that originated from their own prior task; if a provider rejects an uploaded mesh, use originalAssetJobId instead.
| Name | Required | Description | Default |
|---|---|---|---|
| pbr | No | ||
| spec | No | Required with modelPath, so the result has a name and provenance. | |
| prompt | No | Text direction for the material. | |
| modelPath | No | Absolute path to a local mesh file. | |
| textureSeed | No | ||
| modelVersion | No | ||
| styleImagePath | No | Local image whose look should be transferred onto the mesh. | |
| textureQuality | No | "detailed" is the HD tier and costs more credits. | detailed |
| textureAlignment | No | "geometry" aligns to the mesh shape; "original_image" to the reference image. | |
| originalAssetJobId | No | A previous asset job from this server whose 3D task produced a model. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
The description is richly transparent. It discloses cost ('SPENDS 3D CREDITS'), non-destructive behavior ('keeping its geometry untouched'), asynchronous operation with explicit polling instructions ('poll get_asset_job until "ready", then download_asset'), and a critical provider limitation with a fallback. These details go well beyond the annotations (readOnlyHint=false, destructiveHint=false, etc.) and give the agent a clear behavioral model.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is substantial but every sentence serves a purpose: cost warning, function, use-case justification, input methods, material direction rule, async flow, and provider caveat. It is front-loaded with the cost and core purpose, and while it is longer than average, the information density justifies the length. The structure is logical and scannable.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a tool with 10 parameters and nested objects but no output schema, the description covers the essential operational flow: how to provide the mesh, how to direct the material, how to handle the async result, and a failure case. It does not detail output structure, but that is handled by the referenced job flow. The description is complete enough for an agent to invoke correctly without reading the entire schema.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The description clarifies the most important parameter interactions: the mutual exclusivity of prompt and styleImagePath ('EITHER prompt OR styleImagePath, not both') and the two valid inputs for the mesh (modelPath or originalAssetJobId). With 70% schema coverage, this adds critical value beyond the schema, though it does not explain every parameter (e.g., textureSeed, modelVersion), which is acceptable given their optional nature.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the tool's function: applying newly generated PBR materials to an existing mesh while preserving geometry. It specifies the resource (existing mesh) and the action (apply materials), and distinguishes itself from sibling tools like create_3d_asset by explicitly framing the use case as 'when you already own a model and only the materials are missing or wrong.' This makes the purpose unambiguous.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description gives explicit instructions on when to use the tool (existing mesh, missing/wrong materials) and why it's preferable (cheaper, preserves geometry). It also explains two ways to provide the mesh and a fallback for provider limitations. However, it does not explicitly name alternative tools (e.g., create_3d_asset for new meshes) or state when NOT to use it beyond the implied existing-asset condition, so it falls short of a 5.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
validate_game_assetCheck whether an asset is game-readyARead-onlyIdempotent
FREE and fully local: no network call, no credits. Judges a glTF/GLB against a shipping policy and returns a pass/fail verdict with per-check reasons — UVs, normals, tangents where a normal map is bound, triangle budget, material count, texture resolution, power-of-two textures, and bounding-box sanity. Errors fail the asset; warnings are judgement calls and do not. Every threshold is overridable, because an asset failing someone else's house style is not a defect. Pair with normalize_mesh: run this first to see what is wrong, normalize, then run it again to prove the repair.
| Name | Required | Description | Default |
|---|---|---|---|
| modelPath | No | Absolute path to a local .glb or .gltf. | |
| assetJobId | No | A job that has already been downloaded. | |
| requireUVs | No | ||
| maxMaterials | No | ||
| maxTriangles | No | ||
| minTextureSize | No | ||
| requireNormals | No | ||
| maxDimensionMeters | No | ||
| minDimensionMeters | No | ||
| requireBaseColorTexture | No | ||
| requirePowerOfTwoTextures | No | ||
| requireTangentsWithNormalMap | No |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations already declare readOnlyHint=true and idempotentHint=true, so the description does not need to re-state safety. It adds valuable behavioral detail: errors fail the asset, warnings do not; every threshold is overridable (implying parameter customization). The note that it is free and fully local adds context about execution environment. This goes beyond what annotations provide, though it could be more explicit about output structure or error handling.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single dense paragraph but is well-ordered: starts with 'FREE and fully local', then describes the core function, then error/warning behavior, then overridability, then the pairing workflow. Every sentence carries information and nothing is redundant. It could be broken into bullet points for scannability, but it's efficient and not bloated. Slight deduction for length; it could be shortened without losing content.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
The description explains the output (pass/fail with per-check reasons) and the checks, but it omits critical usage details: it does not state that one of modelPath or assetJobId must be provided (both are optional in schema), nor does it mention default thresholds or units (e.g., triangle count, texture size). Without an output schema, the return format is only vaguely described. The pairing with normalize_mesh is helpful, but the description lacks completeness for an agent to call correctly without additional inference.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is only 17% (only modelPath and assetJobId have descriptions). The description lists the checks performed (UVs, normals, tangents, triangle budget, etc.) but does not explicitly map each check to its corresponding parameter (e.g., requireUVs, maxTriangles). The statement 'Every threshold is overridable' implies parameters exist but doesn't clarify their semantics. Given the low schema coverage, the description should compensate more by naming parameters or specifying units. It adds some value by listing the checks, but an agent might still be unsure how to set specific thresholds.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the tool judges glTF/GLB assets against a shipping policy and returns a pass/fail verdict with per-check reasons. It lists specific checks (UVs, normals, tangents, triangle budget, etc.) and distinguishes itself from normalize_mesh by describing the pairing workflow. This is a specific, actionable purpose that an agent can easily understand without opening the schema.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description explicitly notes it is free and fully local (no network/credits), which is a condition for when to use it. It also instructs to pair with normalize_mesh: run this first, normalize, then run again to verify repair. This provides clear 'when to use' context. It does not explicitly mention when not to use or list alternatives, but given the tool's role as the validation step, the guidance is sufficient. A small deduction for not stating that it's a pre-shipping check among other potential validation paths.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
20 tool updates
v0.3.8- First observed
animate_asset - First observed
batch_prepare_meshes - First observed
create_3d_asset - First observed
create_game_prop - First observed
download_asset - First observed
extract_pbr_trio - First observed
generate_asset_reference - First observed
generate_reference_variations - First observed
generate_sound_effect - First observed
get_asset_job - First observed
get_spend_report - First observed
inspect_asset - First observed
list_asset_jobs - First observed
normalize_mesh - First observed
preview_asset_prompt - First observed
retopologize_asset - First observed
rig_asset - First observed
select_reference - First observed
texture_existing_asset - First observed
validate_game_asset
TDQS
Scored across 20 tools
Each tool has a clearly distinct purpose: generation (reference, variation, full 3D), selection, downloading, inspection, validation, normalization, PBR extraction, sound effects, rigging, animation, retopology, batch operations, and spend reporting. Even similar tools like generate_asset_reference and create_game_prop are differentiated by their roles (raw generation vs. convenience wrapper that stops at candidate selection).
All tool names follow a consistent verb_noun snake_case pattern (e.g., get_asset_job, create_3d_asset, download_asset, validate_game_asset). Minor variation between 'create_' and 'generate_' is acceptable since they reflect different actions (creating a final asset vs. generating intermediate references). The naming is highly predictable.
With 20 tools, the surface is broad but well-scoped for a comprehensive game asset pipeline covering generation, modification, validation, and auxiliary operations. It is on the higher end of typical, but each tool earns its place; no redundant or trivial tools exist.
The toolset covers the full asset lifecycle: generate references, select, create 3D, download, inspect, validate, normalize, extract PBR, rig, animate, retopologize, and batch prepare. Minor gaps include no explicit job deletion or advanced manual editing (e.g., UV sculpting), but these are not core to the stated purpose and can be worked around.
Maintenance
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