Individual skill
solidcraft-mechanisms
Use when building, driving or animating an assembly or mechanism in SolidCraft through its MCP server - components, grounding, joints and joint origins, rigid groups, motion links, closed loops such as an actuator on a hinged panel or a linkage, contact sets, motion studies, degrees of freedom - or when a drive moves nothing, stops early or a part jumps when it is joined. To model the parts themselves, use solidcraft-modeling.
skills/solidcraft-mechanisms/SKILL.md
Source commit 55dfc666a755711026aeb6e13051c7adfe69ee80
What was checked
- Matches the observed repository HEAD
- Yes
- Scanner rules are current
- No
- Repository scan complete
- No
- Skill scan complete
- Yes
- Observed behavior
- Not checked yet
- Last checked
- Nov 5, 2026
These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.
Install this skill
Choose an agent in your Stack or copy a command below. Commands fetch the pinned commit and copy only this skill directory. Existing destinations are refused. Copying a command does not install anything.
An install command is unavailable: current rules, complete repository and skill scans, an eligible behavior level and a permitted license are required.
Repository context
- Repository stars (not skill ratings)
- 12
- Repository last updated
- Nov 2, 2026
- License
- Apache-2.0
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- agent-skills Repository topic
- cad Repository topic
- claude-skills Repository topic
- modeling Repository topic
- solidcraft Repository topic
- engineering Derived category
Files and excerpt
File metadata and permitted, redacted excerpts come from the recorded scan. Source links are pinned to that commit.
Browse files
SKILL.mdcore · 12,404 bytesreference.mddoc · 19,097 bytessolidcraft-mechanisms.zipasset · 12,283 bytes
Read excerpt
# SolidCraft mechanisms
## Overview
An assembly is components placed by joints. Work the mechanism out as world points and axes first: every pin, slide and hinge, which part each one joins, and the value you expect at each pose. Then give every joint origin by those coordinates, and check each step against a number you computed yourself. A drive that reports success can still have moved nothing. Command shapes, a worked example, the traps and reply sizes are in `reference.md` next to this file. To build the parts themselves, use `solidcraft-modeling`.
Written against SolidCraft `main` after 0.11.1, which counts the degrees of freedom of closed loops, carries motion links through chains made in any order, and answers drives in degrees with `moved` (and a `reason` when nothing could move).
## Before the first call
1. In SolidCraft's own chat or any MCP client, call `skill_reference {"skill":"solidcraft-mechanisms"}`. Elsewhere, read `reference.md`.
2. **Open:** if the design is not open yet, run `open {path}`. When the server is bridged to the app and the current design is `dirty`, ask before opening anything.
3. **Map it:** run `inspect_design {"measure":false,"sketches":false}`, then `execute joint.list`. `joint.list` shows `fixed` (the grounded occurrences, always with the root, 0), `dof` per occurrence, `conflicts`, the joints, links and named origins, at about 0.5 KB per joint. `execute motion.list` lists the motion studies.
4. **Existing design:** take `edit.checkpoint` in its own call before you move bodies into components. `edit.restore_checkpoint {checkpoint}` goes back exactly.
5. **Write the plan:**
- the components, and which one is grounded