Individual skill

solidcraft-robust-build-order

Use when modeling any part in SolidCraft (not only timed tests): reliable build order, boolean and fillet traps, verification against analytic values, and parametric configuration generators.

skills/solidcraft-robust-build-order/SKILL.md

Read pinned source

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.

Files and excerpt

File metadata and permitted, redacted excerpts come from the recorded scan. Source links are pinned to that commit.

Browse files
Read excerpt

# SolidCraft: robust general modeling workflow

General lessons validated on tapered and pocketed arm parts from timed speed-modeling tests and on a tutorial hook. Apply them to any part, timed or not.

## 1. Build order (fewest failures)
1. Base body from one profile sketch, extruded symmetric (operation new).
2. Second profile (other plane) extruded with operation `intersect` on the base body. Do the intersect BEFORE other cuts. Never intersect after a bore is cut: it once returned a silently wrong solid (centre of mass shifted, volume +60%) with no error.
3. Bores and holes as `solid.cylinder` cuts with explicit base, axis and targets (then a circular or linear pattern of the cylinder cut if repeated), or a simple sketch-circle extrude cut.
4. Pockets and cavities: sketch a polygon, extrude it as a separate "Cutter" body, trim it with `solid.box` or cylinders (targets `[Cutter]`). A cut through the middle splits it into `Cutter` and `Cutter (1)`. Finish with `solid.combine` cut using ALL tool bodies.
5. Fillets and chamfers: on a simple prismatic body do them right after the base and holes (section 3a). On a complex body (sphere, loft, sweep, draft, cavity) do them last, or before the complex feature is added (section 3b).

Keep the model as few features and as few bodies as you can. Fillets work best on one simple body, and the kernel has less to compute.

## 2. Boolean rules