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Glama
vino3dx
by vino3dx

poly_subdivide

Destructive

Increase mesh density and smoothness by subdividing geometry with the MeshSmooth modifier. Control iteration count to keep polygon counts manageable for game assets.

Instructions

通过细分修改器(MeshSmooth)加密网格,iterations 为细分次数。iterations 超过 3 会让面数爆炸式增长,游戏资产建议 1-2。 [English] Subdivide the mesh via the MeshSmooth modifier; iterations is the subdivision count. Iterations above 3 explode the polygon count - keep it 1-2 for game assets.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
objectsNo对象名列表;省略则使用当前选择。 | Object names; omit to use the current selection.
iterationsNo细分次数,默认 1。 | Subdivision iterations, default 1.
smoothnessNo平滑度 0-1,默认 0.5。 | Smoothness 0-1, default 0.5.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A3.8/5.0
Behavior4/5

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

Annotations already signal a mutating/destructive operation. The description adds useful behavioral context beyond that: it identifies the mechanism as the MeshSmooth modifier and warns that iterations above 3 cause polygon counts to explode. It does not detail undo or modifier-stack behavior, but the annotations lower the burden and the warning is valuable.

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

Conciseness4/5

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

The description is compact and front-loaded: the action and mechanism appear first, followed by the key warning. The bilingual repetition adds clarity rather than bloat, and there is no filler.

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

Completeness4/5

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

For a three-parameter mutation tool with no output schema, the description covers the core operation, the mechanism, and the critical parameter risk. The main missing element is explicit routing to sibling subdivision tools, but that is more a usage-guidance gap than a completeness gap for calling the tool correctly.

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

Parameters4/5

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

Schema coverage is 100%, so the baseline is 3. The description goes further for the iterations parameter by explaining the practical consequence of high values and recommending 1-2 for game assets. Objects and smoothness remain adequately documented by the schema.

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

Purpose4/5

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

The description clearly states a specific verb-resource pair: subdividing the mesh via the MeshSmooth modifier, and it ties the iterations parameter to the subdivision count. It does not explicitly contrast with sibling tools like mod_turbosmooth or mod_subdivide, so it stops just short of a full 5.

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

Usage Guidelines3/5

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

The description implies usage by describing the operation and gives practical guidance for game assets ('keep it 1-2'). However, it does not state when to prefer this tool over the sibling mod_turbosmooth, mod_subdivide, or mod_smooth, nor does it mention when not to use it.

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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