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solidcraft-modeling

solidcraft-modeling

github.com/tangency-labsDesign & UI13.4k46 installsUpdated today
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About solidcraft-modeling

solidcraft-modeling is a skill for planning, building, and checking parts in SolidCraft. It guides users through parameterized CAD construction in staged batches and verifies geometry against calculated measurements.

Key features

  1. 01Plan geometry and expected measurements
  2. 02Build parts in staged batches
  3. 03Use parameterized sketches and features
  4. 04Check volume, bounds, and feature errors
  5. 05Export CAD, print, and robot formats

Use cases

  1. 01Construct a part from computed dimensions
  2. 02Verify holes, cuts, and feature placement
  3. 03Test how parameter changes affect a design

MCP support

The skill can be used in SolidCraft chat or an MCP client to operate the SolidCraft server and app.

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/tangency-labs/solidcraft --skill solidcraft-modeling

After installing, type/solidcraft-modelingin Claude Code to confirm it loaded.

Bundled filesreference.md

Details

From the project README

SolidCraft modeling

Overview

Work the part out as numbers first. Then build it in a few large batch calls, and check each stage with measure against values you computed yourself. A clean build takes 3-4 build batches, about 10-13 calls with the checks. Command shapes, plane axes, ids, reply sizes and known traps are in reference.md next to this file, so you do not need to explore the command catalog.

Before the first call

  1. In SolidCraft's own chat or any MCP client, call skill_reference {"skill":"solidcraft-modeling"}. Elsewhere, read reference.md.
  2. Run inspect_design {"measure":false,"sketches":false}, even when you think the session is empty.
    • The SolidCraft server's instructions end with Backend: connected to the SolidCraft app when it drives the user's open app, and with Backend: headless otherwise.
    • If the design has timeline features, ask before calling new_design or open, because both discard unsaved work. You can also build into the open design.
  3. Write a plan:
    • the parameters
    • the placement: centre the part on the origin so patterns and mirrors can work from the planes
    • every feature, with the world point you will use for each edge or face pick
    • the expected volume and bounding box

Build

  • Stages: use one batch per stage:

    1. parameters, sketch, dimensions, finish and the first feature
    2. fillets and shell
    3. holes, cuts and patterns
  • Failures: a batch is all-or-nothing. On failure, read failed.index and failed.error, fix that step only, and send the batch again.

  • Risky steps: put a risky step in a batch of its own, so a failure does not roll back the work around it. This covers booleans between curved faces that touch, and anything you have not done before.

  • Reply size: in large designs, pass "verbose": false to batch and execute.

  • Sketch ids are predictable, so later steps in the same batch can use them:

    • Each sketch counts each kind from 1 (l1, c1, a1, p1).
    • Count what the earlier steps of that sketch created. For example, rectangle.center makes l1-l6 and p1-p5.
    • Do not split a batch just to read ids back.
  • Positions that must follow a parameter come from:

    • sketch dimensions to "origin" with expression values ("w/2 - wall - 6")
    • expression fields such as solid.cylinder base:["w/2-6","d/2-6","wall"]

    A plain number never follows a parameter.

  • Repeats: solid.pattern.rectangular takes expression spacing; solid.mirror takes XY/XZ/YZ, a construction plane or {origin, normal} (origin coordinates may be length expressions such as ["half", 0, 0]). A mirror or pattern feature cannot be mirrored or patterned again.

  • Edge and face picks snap to the nearest edge or face. An edge pick farther than 5% of the body's size from every edge is refused (the nearest edge is 15.000 mm away). On a large body that limit is wide (about 48 mm on a 949 mm board), so compute the exact midpoint from your geometry (the vertical corner edge of a centred box is [w/2, d/2, h/2]).

    • Picks must be plain numbers.
    • A pick is resolved once and then follows its edge when parameters change.
    • A face can be given by name instead of a point (faces:["F1:+z"], the face of sheet.convert). body_topology lists each face's name, a point that lies on it (the centroid of a face with a hole is in the hole) and, for a cylinder, {origin, axis, radius}.
  • Profiles: extrude takes every region by default, and a region inside another is a hole in it: two concentric circles give a ring. A third circle inside the ring gives a separate disc body. Pass profiles to choose regions.

  • Order: fillet the outside edges before you shell, so the shell follows the fillets. There are two exceptions:

    • An edge of the face the shell removes, such as the rim of an open box: round it after the shell, because the shell can fail on it.
    • A fillet between two curved faces, such as a sphere joined to a cylinder: the shell then fails with offset: only bodies with planes, cylinders, cones, spheres and tori. Shell first. The inside corner then stays sharp, so the wall there is thinner than thickness.

Verify

  • Each stage: run measure {} (about 0.9 KB per body; {"summary":true} keeps only name, volume, bbox, face count and closed per body) and compare the volume, bbox and face count with your numbers. A cut or hole that leaves the volume unchanged has missed, even though it reported success.
  • Timeline health: inspect_design {"measure":false,"sketches":false} shows each feature's error and warning.
  • Parameter test: run set_parameter. Expect errors: [], then measure again; the COM and bbox should move by the amounts you computed. To try values without keeping them, check_parameters {"set": {"L": "140 mm"}} reports the volume, errors and cylinder axes and puts the design back.
  • Positions: measure does not say where a feature sits.
    • On an asymmetric part, check the COM shift you computed.
    • On a symmetric part (a mirrored or patterned layout) the COM does not move, so take a top-view screenshot and compare distances in pixels against a known size.
    • For holes and bosses, body_topology {"body":"Body1","faces":"cylinders"}: one entry per cylinder (radius, origin, axis, extent along the axis, the merged faces' names), a few lines.
    • The full body_topology is a last resort: it costs 25-45 KB and splits cylinders into half faces.
  • Final look: one screenshot {"source":"model","view":"iso","width":480,"height":320}. Use "view":"top" for features inside walls, which the iso view hides.
    • width and height apply only to model renders.
    • When the server is bridged, source defaults to the whole app window and view also turns the user's camera, so pass "source":"model" and leave out view unless the user wants the camera moved.

Finish

export {path} writes .step for CAD, .3mf/.stl for printing, or .urdf (an assembly with joints, for robot simulators). save {path} writes .sc (.solidcraft files from earlier releases still open).

Red flags

ThoughtDo instead
"List all commands first"reference.md, or list_commands {"filter":"<distinctive word>"}. The unfiltered list is over 100 KB.
"Check positions with body_topology"measure COM and bbox against your numbers.
"Inspect the sketch"sketch.solve returns dof and the profile count in under 100 bytes. Run sketch.inspect on its own, never inside a big batch.
"new_design for a clean start"When the server is bridged, ask first.
"It reported ok, so it worked"Only a measure that matches the computed values counts.

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