phase_split

shallow

com.spriteship/spriteship · Verify this server

FREE, no AI. Carve ONE multi-state clip into separate game-phase animations by frame windows — the classic case is a jump becoming crouch/rise/fall/land, with fall looping while airborne and the rest playing once. Each phase becomes a real exportable animation; the source animation is untouched. Jump-family animations often carry a ready-made suggestion: get_character → animations[<anim>].phaseProposal — pass its phases through verbatim. Frame windows index the FULL capture. Returns { jobId, created } — poll get_job.

100.0/100

1 trials · measured 8 days ago

phase_split scores 100.0/100 on Vouch's measured behaviour index, from 1 real invocation trials against com.spriteship/spriteship, measured 25 Aug 2026 under methodology v0.2.0. Every measured component scored 100.

Component breakdown

ComponentWeightValue
Reliability35%not applicable
Schema integrity25%100.0
Failure behaviour15%not applicable
Latency15%not applicable
Concurrency10%not applicable

Tool details

Transport
remote
Credential class
self-provisionable
Input schema
not declared
Output schema
not declared
Side-effect classification
unclassified

Score history

DayScoreTierMethodology
2026-08-25100.0shallowv0.2.0

Probe evidence

ProbeOutcomes
schema_integritypass: 1

Raw request/response logs are not archived yet — the outcome counts above are drawn directly from every recorded trial.

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Vouch score: phase_split
[![Vouch score](https://vouch.tools/api/tools/b5123e24-f60d-4f19-802c-cb0eb5583428/badge.svg)](https://vouch.tools/tools/b5123e24-f60d-4f19-802c-cb0eb5583428)
phase_split — Vouch