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Polyfork low-poly 3D assets

preview_scene

Compose assets into a scene and return a URL the user can OPEN and orbit. Use it instead of handing over a block of three.js the user cannot run. Works with paid assets too: they render from a public preview, so the scene looks finished whether or not the user owns them. The result says what the scene would cost and where to buy; pass that on rather than letting a 404 be the first sign of a price.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
idsYesasset ids, in any order; up to 24

Schema Changelog

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

  1. First observed

TDQS

A4.5/5.0
Behavior4/5

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

With no annotations, the description carries the burden of behavioral disclosure. It explains that the tool returns a URL, works with paid assets via a public preview, and includes pricing/purchase info. While it could have been more explicit about read-only nature or error handling, it covers the key behavioral nuance well.

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 three concise sentences, each earning its place: purpose, usage alternative, and paid-asset behavior. It is front-loaded with the most important information and contains no fluff.

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 simple one-parameter tool with no annotations or output schema, this description is highly complete. It covers what the tool does, when to use it, how it handles paid assets, and what the result contains, leaving little ambiguity.

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?

The schema already fully describes the 'ids' parameter (array, up to 24, any order). The description adds only minimal context by mentioning 'assets' and 'scene' composition, but does not go beyond schema. Baseline of 3 is appropriate given 100% schema coverage.

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 clearly states the tool composes assets into a scene and returns a URL the user can open and orbit. It distinguishes itself from sibling tools by focusing on scene composition rather than individual asset retrieval, and explicitly contrasts with handing over three.js code.

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?

The description gives explicit guidance to use this tool instead of providing a three.js block the user cannot run. It also provides context on handling paid assets, instructing to pass on pricing information to avoid 404 surprises.

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

A4.3/5.0
Disambiguation5/5

Each tool has a clearly distinct responsibility: searching the catalogue, inspecting a single asset, expanding into a compatible scene, managing kits, placing objects on terrain, generating variants, previewing scenes, checking ownership, and reporting gaps. Even the meta tools (get_help, report_need, who_am_i) are cleanly separated from the asset-workflow tools.

Naming Consistency4/5

The naming is largely consistent snake_case with an action_noun shape: get_asset, get_kit, get_terrain, list_kits, search_assets, preview_scene. Minor deviations like find_matching and who_am_i still read clearly and do not create confusion.

Tool Count5/5

Eleven tools is a well-scoped count for a 3D asset catalogue server that also handles scene composition, terrain, variants, previews, and account context. Each tool earns its place and none feel redundant or like filler.

Completeness5/5

The surface covers the full workflow from searching and inspecting assets, through variants and kits, to scene placement, terrain height queries, previews, and ownership checks. Meta tools for help and reporting gaps also close the loop, so an agent is unlikely to hit a dead end.

Resources