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Glama

add_subdivision

Add a Subdivision Surface modifier to smooth geometry and increase mesh detail. Configure viewport and render levels, and select subdivision type.

Instructions

Add a Subdivision Surface modifier. Each level multiplies faces by ~4 -- keep levels low for game assets.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYes
levelsNoViewport subdivision level
modifier_nameNo
render_levelsNo
subdivision_typeNoCATMULL_CLARK

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

B3.1/5.0
Behavior2/5

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

With no annotations, the description carries the full burden of behavioral disclosure. It adds a useful fact about face multiplication ('~4 per level') and a performance warning, but it never states which object receives the modifier, whether existing modifiers are preserved, or what side effects or errors may occur.

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

Conciseness5/5

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

The description is a single sentence with the main action front-loaded and a practical warning included without redundancy. Every clause earns its place and nothing is restated from the schema.

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

Completeness2/5

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

Given five parameters, no annotations, and no output schema, the description is too thin. It leaves the target object implicit, does not explain the modifier naming behavior, and fails to cover render/type distinctions, making it insufficient for confident invocation.

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

Parameters2/5

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

Schema coverage is only 20%, so the description must compensate. It does add meaning to 'levels' with the face-multiplication rule and the low-level recommendation, but the required 'name' parameter is unexplained, and modifier_name, render_levels, and subdivision_type receive no semantic guidance.

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

Purpose5/5

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

The description opens with a specific action and resource: 'Add a Subdivision Surface modifier.' This is not a tautology and clearly distinguishes the tool from generic add_modifier and other modifier-specific siblings like add_bevel and add_mirror.

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

Usage Guidelines2/5

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

The only usage guidance is 'keep levels low for game assets,' which is a parameter-level caution. The description does not state when to prefer this tool over alternatives like add_modifier or other specialized modifier tools, nor does it give any when-not-to-use conditions.

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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