Worked on a large animation/character workflow update for Visora.
Added dedicated agent workflows for animation authoring, camera/action sequences, rig retargeting, IK, gaze, motion polishing, contact handling and animation QA. Updated the MCP instructions and project docs so agents have a clear workflow for checking rigs, previewing animation, validating motion and handling Humanoid/Generic fallback cases.
Implemented new animation tooling around Two-Bone IK, viewport-based effector placement and character gaze. Added support for solving and baking IK/gaze into animation clips, including parameter validation and Unity capability checks.Added a bigger QA layer for animation. This includes temporal motion analysis, curve discontinuity diagnostics, self-intersection checks and comparison of animation previews. Also added contact baking for things like planted feet/hands and camera-subject action tooling for synchronizing character motion with camera impacts.
Added atomic animation transactions and improved rollback/backup handling so multiple animation edits can be applied together and reverted safely when something fails. Refactored the Unity-side animation services around shared sampling, curve writing and rollback helpers.
Spent a good amount of time hardening all of this against actual Unity edge cases: Edit Mode requirements, unsupported bridge capabilities, invalid parameters, unknown diagnostic values, quaternion discontinuities, tangent preservation and proper exception handling.
Added a Unity EditMode integration test suite covering IK, gaze, contact baking and atomic animation transactions, together with a runner script. Expanded the Python unit tests for the new animation tools and failure cases as well.Also reworked Visora’s visual output. Screenshots, animation previews and video frames now use multimodal MCP image blocks and file artifacts instead of dumping Base64 data into the response. Multi-frame previews can generate contact sheets, and full-resolution artifacts stay on disk.
After that I focused heavily on MCP context usage. Compact tool definitions reduced the tool catalog payload significantly, diagnostic tools now have limits/filtering for large skeletons and clips, tool results are compacted, duplicate structured output is removed, and several redundant tools/wrappers were merged or deleted. The tool catalog went from 55 tools down to 44.
Merged the two separate video capture tools into a single capture_video workflow and reduced the default screenshot resolution to 720p. Inline images are now automatically downscaled while keeping the full-resolution artifact available separately.
Finally tuned the default diagnostic dump sizes further so normal tool calls consume much less agent context and larger detailed dumps are requested only when they are actually needed.
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