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Glama
vino3dx
by vino3dx

create_primitive

Destructive

Create parametric 3ds Max primitives by class name with configurable dimensions, segments, and position for modeling workflows.

Instructions

按类名创建一个 3ds Max 基础体(Box/Sphere/Cylinder/Cone/ChamferBox/Capsule 等)。不熟悉的类先用 does_class_exist 探测是否可用。分段数越高多边形越多,游戏资产保持 12-16。 [English] Create any 3ds Max primitive by class name (Box/Sphere/Cylinder/Cone/ChamferBox/Capsule...). Probe availability with does_class_exist for unfamiliar classes first. Higher segments mean more polygons; keep 12-16 for game assets.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
toNo结束角(度,Arc)。 | End angle in degrees (Arc).
axisNo壶轴类型 1-4(Teapot);忽略通常即可。 | Teapot axis 1-4; usually leave default.
fromNo起始角(度,Arc)。 | Start angle in degrees (Arc).
nameNo对象名称;省略则自动命名。 | Object name; auto-generated if omitted.
classYes3ds Max 基础体类名,例如 Box、Sphere、ChamferBox、Capsule。 | 3ds Max primitive class name, e.g. Box, Sphere, ChamferBox, Capsule.
sidesNo边数/管径向分段(Cylinder/Cone/NGon/Torus)。 | Side / tube radial segments (Cylinder/Cone/NGon/Torus).
turnsNo圈数(Helix)。 | Number of turns (Helix).
widthNo宽度。 | Width.
filletNo圆角量(Capsule)。 | Fillet amount (Capsule).
heightNo高度。 | Height.
lengthNo长度(Box/Plane/Rectangle/Cone 等)。分段数决定多边形数量,游戏资产保持 12-16。 | Length (Box/Plane/Rectangle/Cone etc). Segments drive poly count - keep 12-16 for game assets.
radiusNo半径(Sphere/Torus/Cylinder 等)。 | Radius (Sphere/Torus/Cylinder etc).
smoothNo是否平滑(Teapot 等)。 | Smooth the surface (Teapot etc).
capSegsNo封顶分段(Cylinder/Cone/Tube)。 | Cap segments (Cylinder/Cone/Tube).
chamferNo倒角量(ChamferBox)。 | Chamfer amount (ChamferBox).
radius1No第一半径(Donut/Tube/Helix/Cone 顶)。 | First radius (Donut/Tube/Helix/Cone top).
radius2No第二半径(Donut/Tube/Helix/Cone 底)。 | Second radius (Donut/Tube/Helix/Cone bottom).
setNameNo创建后再改名为此名(name 的兜底写法)。 | Rename after creation (fallback for name).
positionNo世界坐标位置 [x,y,z]。 | World position [x,y,z].
segmentsNo分段数;影响多边形数量,游戏资产保持低值。 | Segment count; drives polygon count, keep low for game assets.
widthSegsNo宽度方向分段(Box/Plane)。 | Width segments (Box/Plane).
heightSegsNo高度方向分段(Box/Cylinder/Cone)。 | Height segments (Box/Cylinder/Cone).
lengthSegsNo长度方向分段(Box/Plane)。 | Length segments (Box/Plane).
cornerRadiusNo圆角半径(Rectangle)。 | Corner radius (Rectangle).

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A3.9/5.0
Behavior3/5

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

Annotations already establish that the tool is mutating and destructive. The description adds a useful prerequisite (class availability probing) and a performance warning about segment counts, but it does not describe what happens on failure, what gets selected, or what the return value is.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is compact and front-loaded: it states the core action, names the prerequisite probe, and closes with a bolded performance rule. The bilingual version is intentional and each sentence earns its place.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the large parameter surface and the absence of an output schema, the description does not tell the agent what the tool returns or how it behaves on invalid/unavailable class names. The does_class_exist routing and segment warning are helpful, but a generic creator would benefit from at least a brief success/error expectation.

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

Parameters3/5

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

Schema description coverage is 100%, so the schema already documents all 24 parameters, including which primitive types each parameter applies to. The description adds only the general segment/polygon guidance, which is helpful but not necessary for understanding any specific parameter.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description states a concrete operation: create a 3ds Max primitive from a class name, and gives a representative list of classes (Box, Sphere, Cylinder, Cone, ChamferBox, Capsule). The 'by class name' phrasing clearly distinguishes this generic creator from the many specialized create_box/create_sphere siblings.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It explicitly instructs the agent to probe unfamiliar classes with does_class_exist before creating, which is concrete usage guidance. It also provides a segment-count target for game assets, though it does not explicitly discuss when to prefer a specialized create_* sibling instead.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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