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Create a character

create_character

PAID (~150 credits). Generate a NEW character from a text prompt. This is the entry point for building art from nothing — call create_project first if the user has no project. IMAGE ONLY: it produces the character still, not animations. Animation is a separate explicit step (generate_character_animation for a walk cycle, generate_character_turn for the 360 rotation), because animating costs several times more and the user should choose it. SET gridRows:2 AND gridCols:2 TO REQUEST FOUR DESIGN VARIATIONS FOR THE SAME PRICE — these fields are a legacy trigger; one image call is split by complete character silhouettes, never fixed cells. Four is the expected count; if the provider renders additional clearly separated full characters, they are preserved as additional results. Show the user every result and let them pick. Returns { jobId, expectedCharacterCount } — poll get_job; on status:"done" its characterIds and characterPreviews tell you which characters exist and what they look like. gameType defaults from the project but can be overridden for this character. Use topdown for the Top-Down Angled character pipeline, including characters intended for isometric projects. Passing isometric is accepted as an alias and creates a topdown character because that is the measured working directional pipeline. The STORED CHARACTER gameType — not the project gameType — controls every later animation and whether a user-facing 360 turn is available. A topdown character inside a platformer project therefore keeps the top-down directional pipeline and supports generate_character_turn. DEFAULTS TO A COST PREVIEW — see the dryRun argument.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
styleNoArt-style override. Omit to inherit the project's style — usually correct, since a project should look consistent.
dryRunNoDEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits and get an explicit yes for that amount, THEN re-call with dryRun:false to actually spend.
promptYesWhat the character is, e.g. "a plague doctor with a lantern". Describe the subject, not the art style.
gameTypeNoCharacter perspective override. Omit to inherit the project. Use topdown for Top-Down Angled and isometric projects; isometric is mapped to topdown. The stored value controls later animation behavior and 360-turn eligibility.
gridColsNoLegacy trigger: set to 2 together with gridRows:2 to request 4 variations; extraction follows complete silhouettes.
gridRowsNoLegacy trigger: set to 2 together with gridCols:2 to request 4 variations for the cost of one image. This is not cut geometry.
projectIdYesREQUIRED. The project the character belongs to — it supplies the default gameType and style.
imageModelNoOverride the image model. Omit unless the user asked for a specific one.
cameraAngleNoCamera elevation in degrees — only meaningful for angled top-down projects.
idempotencyKeyNoOptional Idempotency-Key for the real (dryRun:false) call. Omit and one is minted per call. Reuse the SAME value when retrying a call that failed with ENTITY_BUSY / 402 / 429 so the retry cannot double-dispatch.
characterImageSizeNoAspect ratio of the generated image. Omit for the game-type default.
referenceAssetUrlsNoURLs of existing images to steer the design. URLs only — base64 is rejected by the API.

Schema Changelog

Changes observed during successful MCP inspections. Dates show when Glama detected each change.

  1. Changed2 schema fields changed
    • changedInput schema / properties / gridCols / description
      Previous value: -"Set to 2 together with gridRows:2 to request 4 variations; cuts follow complete silhouettes, not quadrants."New value: +"Legacy trigger: set to 2 together with gridRows:2 to request 4 variations; extraction follows complete silhouettes."
    • changedInput schema / properties / gridRows / description
      Previous value: -"Set to 2 together with gridCols:2 to request 4 variations for the cost of one image. Logical extraction may preserve additional full characters."New value: +"Legacy trigger: set to 2 together with gridCols:2 to request 4 variations for the cost of one image. This is not cut geometry."
  2. Changed2 schema fields changed
    • changedInput schema / properties / gridCols / description
      Previous value: -"Set to 2 together with gridRows:2 for the 4-variation grid."New value: +"Set to 2 together with gridRows:2 to request 4 variations; cuts follow complete silhouettes, not quadrants."
    • changedInput schema / properties / gridRows / description
      Previous value: -"Set to 2 together with gridCols:2 for the 4-variation grid. Same cost as one image."New value: +"Set to 2 together with gridCols:2 to request 4 variations for the cost of one image. Logical extraction may preserve additional full characters."
  3. Changed2 schema fields changed
    • addedInput schema / properties / gameType
      Added value: +{
      +  "description": "Character perspective override. Omit to inherit the project. Use topdown for Top-Down Angled and isometric projects; isometric is mapped to topdown. The stored value controls later animation behavior and 360-turn eligibility.",
      +  "enum": [
      +    "platformer",
      +    "topdown",
      +    "topdown_overhead",
      +    "isometric",
      +    "point_and_click"
      +  ],
      +  "type": "string"
      +}
    • changedInput schema / properties / projectId / description
      Previous value: -"REQUIRED. The project the character belongs to — it supplies gameType and the default style."New value: +"REQUIRED. The project the character belongs to — it supplies the default gameType and style."
  4. First observed

TDQS

A5/5.0
Behavior5/5

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

Goes well beyond the annotations, disclosing the dryRun cost-preview default, the legacy gridRows/gridCols behavior, the character-stored gameType controlling later animations, and the exact return shape { jobId, expectedCharacterCount }. No contradiction with annotations exists; the idempotency discussion is consistent with idempotentHint: false.

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 long but dense, containing no filler or redundancy; every sentence adds a critical operational fact. The structure front-loads cost and entry-point context, then covers the animation caveat, the grid quirk, return values, gameType behavior, and the dryRun default in a natural decision order.

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

Completeness5/5

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

For a complex paid mutation tool with no output schema, the description is unusually complete: it explains cost, prerequisites, return contract, polling via get_job, the dryRun flow, grid legacy behavior, and gameType inheritance semantics. The absent output schema is compensated for by describing exactly what the call returns.

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

Parameters5/5

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

Schema coverage is already 100%, and the description adds extra meaning on top: gridRows/gridCols are a 'legacy trigger' for four variations, dryRun returns a specific cost quote object and executes nothing, isometric is an alias for topdown, and idempotencyKey reuse prevents double-dispatch on retries.

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?

States a specific verb and resource, 'Generate a NEW character from a text prompt,' and clearly positions this as the entry point for creating characters. It distinguishes itself from animation siblings by saying 'IMAGE ONLY' and naming generate_character_animation and generate_character_turn as separate steps.

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

Usage Guidelines5/5

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

Provides explicit when-to-use guidance, including 'call create_project first if the user has no project,' cost expectations ('PAID (~150 credits)'), and the instruction that animation is a separate explicit step. It also explains when to use topdown vs. other gameType values and how isometric maps to topdown.

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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TDQS

A3.9/5.0
Disambiguation4/5

Most tools have clearly distinct purposes, and the descriptions are extremely detailed with cross-references (e.g., animate_asset vs frame_animation vs generate_character_animation). A few pairs like reprocess_asset vs revise_asset could be confused initially, but their descriptions and use cases are explicit enough to prevent misselection.

Naming Consistency5/5

All tool names follow a consistent verb_noun pattern in snake_case (e.g., create_project, get_asset, cancel_job). Verbs are imperative and nouns are appropriately singular/plural, making the API predictable and readable.

Tool Count2/5

At 41 tools, the server is far beyond the 15-25 range considered reasonable for most APIs. While the domain is broad (project, assets, characters, animations, jobs, exports, credits), the sheer number creates a heavy surface that may overwhelm agents and suggests the API could be consolidated into higher-level operations.

Completeness4/5

The tool set covers the full creative pipeline: project creation, asset/character generation, animation (both AI and frame-based), revisions, exports, and job management. Minor gaps include lack of delete operations for assets/characters/projects and no listing of all jobs, but these are not critical for the core workflow and are likely intentional for a generative art platform.

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