blender-asset-mcp
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TDQS
Scored across 126 tools
Most tools target a specific resource and action, and the descriptions are unusually clear, but several pairs overlap purposefully: add_modifier duplicates the specialized add_bevel/add_subdivision/... wrappers, create_primitive duplicates create_cube, and analyze_game_asset/validate_game_asset plus execute_blender_python/evaluate_blender_expression sit close together. An agent can usually disambiguate by reading descriptions, but the boundaries are not always crisp.
Names overwhelmingly follow a snake_case verb_noun pattern (list_objects, create_material, apply_modifier), which makes the set predictable. The pattern breaks in spots: bare verbs (undo, redo, ping), noun-first or adjective-first names (mesh_cleanup, smart_uv_project), and inconsistent singular/plural pairs (delete_object vs delete_objects, connect_nodes vs disconnect_node_input) keep it from being perfect.
At 126 tools this is far beyond the 3-15 well-scoped range and above any reasonable surface for an agent to consider; many are convenience wrappers that could be consolidated (8+ add_<modifier> tools, 7 export/read/render variants). Even if Blender is a wide domain, this tool count is an extreme mismatch and will hurt selection reliability.
The surface covers the full game-asset pipeline: scene/object CRUD, mesh editing, modifiers, materials/nodes, UVs, cameras/lights, rendering/previews, exports, checkpoints, validation, collisions, and LODs. Gaps like structured armature/rigging and animation tools, collection/image deletion, and a singular collection getter remain, though execute_blender_python acts as an escape hatch.