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SolidCraft and AI agents (MCP)

SolidCraft speaks the Model Context Protocol over stdio (JSON-RPC 2.0, one message per line; protocol revisions 2025-06-18, 2025-03-26 and 2024-11-05). An agent models exactly like a person does: every tool runs engine commands, the same ones the toolbar, palette, scripts and control channel use, and never opens a dialog.

Persistent headless and bridged sessions expose asynchronous product images through the ordinary execute tool: render.preflight, render.start, render.status, render.cancel and render.export. Keep the complete returned job ID; image bytes remain in the session until explicit PNG export. See render jobs.

For how the same command surface should work in the browser (workers, tiered storage, in-tab agents), see web-runtime.md. For sandboxed plugins and parametric timeline features that also use run(command, args), see plugins.md. Desktop MCP in this document remains the reference implementation today.

Start it

# Headless: an in-process design session, no window (screenshots are drawn on the GPU).
solidcraft-cli mcp

# Headless, starting from a design file or a command script.
solidcraft-cli mcp --in part.solidcraft

# Bridged to the running app, so you can watch the agent model. The app's control channel is
# on by default (see below), so no flag is needed on either side:
solidcraft &
solidcraft-cli mcp          # finds the running app; headless when none runs (--headless forces that)

# A fixed port, or a second app: name it.
solidcraft --control 7878 &
solidcraft-cli mcp --connect 127.0.0.1:7878

The app listens by default

The desktop app opens its control channel at start-up on 127.0.0.1:27878 (or the next free port when that one is taken), unless Preferences > Assistant > “Let AI agents connect (control channel / MCP)” is off; the setting takes effect at the next start. It is reachable from this computer only, and every connection must show the token made fresh for that launch, readable only by your user account (control-protocol.md). The app writes the port to control/current.port in the same folder as its token file; solidcraft-cli mcp with no arguments reads it. --control PORT and SOLIDCRAFT_CONTROL_PORT still choose the port and apply even when the setting is off. With the setting off and no flag, the app listens on nothing.

Bridged, the server finds the app’s control token in the token file the app wrote for that port (control-protocol.md); --token T or SOLIDCRAFT_CONTROL_TOKEN give it explicitly when the app runs in a sandbox whose data folder the server can’t see (prefer the variable: command-line arguments are visible to other users in the process list).

A bridged server starts even when no app listens on that port yet, so an MCP client that launches it before the app (or after the app was closed) keeps its tools. The server’s instructions then say the app was not running, and every tool call answers with an error that starts no SolidCraft app is listening at HOST:PORT and says how to start it (solidcraft --control PORT). The first call after the app starts connects to it, reading that launch’s token. When the app quits or crashes mid-session, the next call says the same; a call that was running when it went away says the app did not answer and may have quit or crashed, after running the call or not, so inspect the design before sending a change again. A batch that could not be sent says the app is not running, so it is safe to send again.

stdout carries only protocol messages; errors go to stderr. Bridged screenshots are written to a temporary file by the app and read back by the server, so both must run on the same machine.

Parameter checking

Commands with a typed parameter contract (every new command, and more of the older ones as they are converted; describe_command shows a command’s schemas) can be checked as they are called. --param-check off|warn|strict sets the level for a headless session, including a script or recipe given with --in; the default is off, which changes nothing. warn runs the call and adds param_warnings to its result, such as unknown key `operaton`; did you mean `operation`? (a starting script’s warnings go to stderr). strict refuses the call, and the design is left as it was. Calls bridged to the app are not checked yet.

Which files the agent can reach

Tool calls read, write and delete files only inside the server’s folders:

  • the folder of the open design (the --in design, or whatever the agent last opened or saved), but only when it lies strictly inside your home folder (or the temporary folder) and not in a hidden folder. Home itself, a folder above it (/, /home, /Users, a drive’s root), hidden folders such as ~/.config and folders elsewhere don’t count. Hidden files and folders inside the design’s folder (.env, .git) are out of reach too;
  • SolidCraft’s own recovery folder, so doc.recovery_list, doc.recover and doc.recovery_discard work out of the box (discarding deletes only real recovery entries);
  • the server’s own scratch folder (a new private solidcraft-mcp-* folder in the temporary folder), where screenshot without a path goes;
  • every --allow-path DIR (repeat it for more). A folder named here is reached in full, hidden files included.

The working folder the server was started in does not count by itself, so ~/.ssh, ~/.aws, ~/.bashrc and other dotfiles are never in reach by default. stderr lists the folders at start-up and says when the --in design’s folder was left out; --allow-path adds it back.

Paths are resolved before they are compared, so .. and symlinks that lead out are refused (saving through a link writes the file it points to, so the link’s target is what counts), and a new file must go into a folder that exists (a missing folder inside an allowed one is reported as missing; it is not created and does not call for a wider --allow-path). On Windows a path must be on a local drive (C:\… or \\?\C:\…): UNC, device and NT paths in any spelling (\\server\share, //server/share, \\?\UNC\…, \??\…, \\.\…), drive-relative paths (C:file), a : in a file name (alternate data streams), reserved device names with any extension (NUL, CON, COM1.txt, …) and short 8.3 names (PROGRA~1) are refused before any file system call, and the resolved path is checked again, so a link or junction that leads to a share is refused too. This includes a sketch.text font given as a file path and the font file a design’s text names when the design is opened; installed fonts named by family still work. The server spells its own folders (scratch, recovery) with long names, so they work when the temporary folder’s path has a short name (…\NAME~1.XYZ\AppData\Local\Temp, as Windows often gives when the user folder’s name is long). A refused path is a tool error saying why.

A hard link inside an allowed folder can’t be told apart from an ordinary file, so a hard link to a file elsewhere is reachable through it; don’t keep such links in a folder you allow.

solidcraft-cli mcp --allow-path ~/designs --allow-path ~/exports
solidcraft-cli mcp --allow-any-path   # no limit (the behaviour before this option existed)

Bridged, the server sends its folders with every request (allow_paths, see control-protocol.md) and the app adds its own recovery folder and the folder of the design open in it, under the same rules, so give absolute paths: a relative one resolves against the app’s working folder, not the server’s. The app’s own file dialogs are never limited.

Tool annotations

Each tool says what it may do, for clients that ask before running tools (or auto-approve on these hints). list_commands, describe_command, inspect_design, measure, body_topology, skill_reference, crash_reports, pending and running are read-only. set_parameter, undo and redo change the design undoably. new_design replaces it (destructive). execute, batch, open, save, export and screenshot (whose path writes a file) can read, write, overwrite or delete files: they are not read-only, destructiveHint and openWorldHint are true.

Client configuration

solidcraft-cli is on PATH after every package install: the Windows installer adds its folder, the deb, rpm and FreeBSD packages install it in /usr/bin, the Homebrew cask links it, the AppImage writes a small solidcraft-cli launcher into ~/.local/bin on its first run, and the macOS app links it into /opt/homebrew/bin or /usr/local/bin when it starts (Help > Install solidcraft-cli command does it with an administrator prompt when those are not writable). Two packages keep it out of PATH by design: Snap exposes it as solidcraft.cli, and Flatpak runs it as flatpak run --command=solidcraft-cli ai.storyteller.solidcraft; use those as the client’s command (with mcp as the arguments).

The quickest way: Help > Connect AI assistants… in the app, or

solidcraft-cli mcp setup            # every client found on this computer
solidcraft-cli mcp setup --dry-run  # show what it would write, change nothing
solidcraft-cli mcp setup --client opencode --live

(mcp install is the same.) It adds a solidcraft server, using the full path of the solidcraft-cli that runs it, so nothing has to be on PATH. A client counts as installed when its configuration folder exists, and no client program is started. Supported:

--clientConfiguration file
opencode~/.config/opencode/opencode.json (or .jsonc)
claude-desktop%APPDATA%\Claude\claude_desktop_config.json, ~/Library/Application Support/Claude/, ~/.config/Claude/, and the Microsoft Store package’s folder
claude-code~/.claude.json (user scope mcpServers)
cursor~/.cursor/mcp.json
codex$CODEX_HOME or ~/.codex, config.toml (CLI, IDE extension and desktop app)
gemini~/.gemini/settings.json
copilot~/.copilot/mcp-config.json (GitHub Copilot CLI)
windsurf~/.codeium/windsurf/mcp_config.json
zedZed’s settings.json (context_servers)
vscodeVS Code’s user mcp.json

The files are edited in place: only the solidcraft entries change, everything else in the file (other servers, comments, order) stays as it was, and the file is copied to <name>.bak first. A file that does not parse is left alone. Running it again after an update moves the program only refreshes the path of an entry it wrote; an entry you changed (extra arguments, another program) is left as you have it. --live also adds solidcraft-live, which bridges to the open app (port 7878, see below). Restart the client afterwards.

SolidCraft also does this by itself: when the app starts it adds the solidcraft entry to each installed client (and refreshes its path after an update), and says once which clients it connected. It never touches an entry you changed. Settings > Assistant > Make SolidCraft available to AI apps on this computer turns it off, which removes the entries it added. Runs with --control or SOLIDCRAFT_CONTROL_PORT (automation) leave your clients alone.

To configure a client by hand instead, these are the entries. OpenCode (opencode.json):

{
  "mcp": {
    "solidcraft": { "type": "local", "command": ["/path/to/solidcraft-cli", "mcp"], "enabled": true }
  }
}

Claude Code (project .mcp.json, or claude mcp add solidcraft -- solidcraft-cli mcp; a setup added under the previous name keeps working, see the compatibility notes):

{
  "mcpServers": {
    "solidcraft": { "command": "solidcraft-cli", "args": ["mcp"] }
  }
}

If a terminal doesn’t find solidcraft-cli (older Windows installers don’t put its folder on PATH; see below for where it is), give its full path (by default C:\Program Files\SolidCraft\solidcraft-cli.exe): claude mcp add solidcraft -- "C:\Program Files\SolidCraft\solidcraft-cli.exe" mcp.

Claude Desktop (claude_desktop_config.json), bridged to a running app:

{
  "mcpServers": {
    "solidcraft": { "command": "/path/to/solidcraft-cli", "args": ["mcp", "--connect", "127.0.0.1:7878"] }
  }
}

On Windows the installer puts solidcraft-cli.exe next to solidcraft.exe in C:\Program Files\SolidCraft (the portable zip has both too). Give the full path, with each backslash doubled in JSON. This configuration declares two servers: solidcraft models headless (no window; steadier for timings), solidcraft-live drives the app you have open, so you can watch the agent model. --allow-path names a folder where the agent may save and export; it must already exist.

{
  "mcpServers": {
    "solidcraft": {
      "command": "C:\\Program Files\\SolidCraft\\solidcraft-cli.exe",
      "args": ["mcp", "--allow-path", "C:\\Users\\NAME\\SolidCraft-Agent"]
    },
    "solidcraft-live": {
      "command": "C:\\Program Files\\SolidCraft\\solidcraft-cli.exe",
      "args": ["mcp", "--connect", "127.0.0.1:7878", "--allow-path", "C:\\Users\\NAME\\SolidCraft-Agent"]
    }
  }
}

Start the app with its control channel for solidcraft-live, from PowerShell: & "C:\Program Files\SolidCraft\solidcraft.exe" --control 7878, or once for every launch: setx SOLIDCRAFT_CONTROL_PORT 7878.

Open claude_desktop_config.json with Claude Desktop’s Settings > Developer > Edit Config rather than by its path: the Microsoft Store (MSIX) build of Claude Desktop can keep its data in its own package folder (%LOCALAPPDATA%\Packages\…\LocalCache\Roaming\Claude) instead of %APPDATA%\Claude, and Edit Config opens the file the app actually reads. Quit Claude Desktop completely (from the notification area) and start it again to load the servers.

Agent skills

skills/ holds five Agent Skills for agents that model through this server:

  • solidcraft-modeling covers building a new part.
  • solidcraft-editing covers changing an existing design.
  • solidcraft-checking adds checks for errors SolidCraft does not report, regression tests and porting, next to the other two.
  • solidcraft-mechanisms covers assemblies: joints placed by world coordinates, motion links, closed loops such as actuators, contact sets and motion studies, checked against analytic values.
  • solidcraft-reporting turns a problem the user hit into a bug report: it reproduces it in a fresh design, shrinks it to a minimal command script, checks the numbers with measure and a screenshot, and searches existing issues first.

They cover the workflow, the command shapes, how to verify with measure, and the known traps. With them an agent builds a part in a few batch calls and reads far less output. To install them for Claude Code, copy the folders into ~/.claude/skills/; skills/README.md has the details.

The skill_reference tool returns these documents from the copies built into SolidCraft, so an agent without file access can follow them: {"skill": "solidcraft-modeling"} returns its reference.md, the default file. Mechanisms also has reference.md, checking has reference/porting.md, and every skill has SKILL.md (editing uses modeling’s reference). It never reads a path from disk, and an unknown skill or file is refused with the available choices. SolidCraft’s own chat turns the agent’s file tools off, so this is how its agent reads the skills there.

Tools

ToolArgumentsWhat it does
list_commandsfilter?The command catalog: id, label, tab/panel, shortcut, parameter docs, enabled now. filter matches id, label, tab and panel.
describe_commandidOne command’s parameter docs (params) and, for commands with a typed contract (every new command, and more of the older ones as they are converted), the JSON Schemas (2020-12) of its parameters (input) and of a successful result (output); null for the others. The same as execute engine.describe {command}.
executecommand, params?, verbose? (default true)Run any command with JSON parameters (list_commands shows them). Failures leave the design unchanged. A feature command replies with the feature (feature, name), every body (bodies) and the bodies it created, changed and removed (created_bodies, changed_bodies, removed_bodies). verbose: false uses the same compact reply as batch.
batchcommands: [{command, params}], rollback? (default true), verbose? (default true), timings?, profile?, coalesce_parameters? (default false)Run steps in order, stop at the first error and undo the completed steps. The reply names the failing step (failed.index, failed.command, failed.error), every result before it, rolled_back (true only when the design really went back to where the batch started), undone, applied (the indices of the steps whose changes are in the design) and not_run (the steps never sent). A step may name a tool instead of a command, with that tool’s arguments as params: set_parameter (runs parameters.change; value or expression), list_commands (engine.commands, filtered by filter as the tool filters it), describe_command (engine.describe), execute ({command, params}), measure, inspect_design (document.inspect: each sketch as its counts, not its full contents, and no joints), undo, redo, export, save, open, new_design and crash_reports. screenshot, body_topology (use model.edges and model.faces), batch, pending, running and skill_reference can’t be steps: such a batch fails before anything is sent. So does a step the batch would certainly refuse at its turn (#5853): a step without a command, an unknown command id (the error names the closest ids) or, with --param-check strict, parameters that break a command’s contract. A headless session checks this itself; an app checks it against its own commands when it gets the batch. verbose: false keeps the reply small in large designs: feature steps leave out the full body list (created_bodies, changed_bodies, removed_bodies stay) and sketch steps the ids they repeat outside created. Bridged to an app that has engine.batch, the whole batch is one control request (one frame of the app). Older apps, and apps showing the agent cursor, get the steps one by one. timings: true adds timings: [{index, command, ms}] for every step run, the failing one included, and total_ms. profile: true also adds each step’s profile: {boolean_ms, tessellate_ms, other_ms}, its time in kernel booleans, in tessellation and the rest. Steps are timed where they run: in the app when bridged. An app without engine.batch is timed step by step, without profile. coalesce_parameters: true sets each run of consecutive plain parameter edits (parameters.change or set_parameter with a name and a value, or changes) together, so the design rebuilds once per run instead of once per edit. Steps between runs see the design up to date. Each step keeps its own result (coalesced: the run’s length), and the run is one undo step. The run skips the states between its edits, so an edit refused on its own can go through with the run’s later ones. A refused run goes step by step, naming the refused step.
inspect_designmeasure? (default true), sketches? (default true), joints? (default true)Design properties (metadata: project, author… and other tools’ keys; set them with execute document.metadata.set), parameters, timeline (type, suppressed, rolled back, error, warning, timing), bodies (volume, area, centre of mass, bbox, face/edge/vertex counts, visible; removed_later: true while a sketch is being edited on a rolled-back timeline and a later feature deletes the body, which is then not shown), sketches (curves, points, constraints, profiles, DOF, solve status, visible), joints when the design has any (as joint.inspect gives them: each origin’s occurrence, component and path, the snap as saved, the feature, face, edge or sketch curve (sketch: {id, name, curve}) its persistent names refer to, resolves and the error when it is lost; kind, offset, angle, flip, values, limits, expressions, motion links; execute joint.inspect {joint} gives one joint), selection, undo depth. Hide helper sketches, bodies or construction planes with execute browser.visibility ({items, visible} or {folder, visible}), and joint glyphs with {joints: [id or name], visible} or {folder: "joints", visible} (a hidden joint still constrains and drives; joint.list reports each joint’s visible).
measurebody? or items?Area (mm²), bbox, topology counts and closed per body. Volume (mm³), volume centre of mass, density and mass are reported only for closed, consistently oriented bodies (null or omitted for open surfaces). Volume/mass totals skip open bodies; total.open_bodies_skipped gives their count. Area and topology totals include all bodies. With items (one or two selections as execute takes them: face, edge, vertex, sketch_curve, profile), the picked geometry instead: faces and edges need only type, body and point; index is optional. See below.
body_topologybodyEdges (index, midpoint, length, ends) and faces (index, name, area, centroid, normal, point, and for a cylindrical face its cylinder: origin, axis, radius). An edge midpoint is the [x,y,z] that picks that edge for fillet and chamfer. A face’s point lies on it and picks it (its centroid may not: that of a face with a hole is in the hole); a face’s name picks it for the commands that take faces (face.delete, solid.shell, solid.draft, solid.offset_face, solid.split_face, solid.replace_face, and face of sheet.convert).
set_parametername, value or expression (number or expression), unit?, comment?Create or change a user parameter and recompute. expression is another name for value (the one parameters.change uses): give one of them, or both only when they agree; neither, or two that differ, is an error. Reports recomputed (features rebuilt), restored (features whose earlier result for the same inputs was reused, e.g. a value set back) and features that now fail.
screenshotview? (iso, top, front, back, bottom, left, right, home, fit, or a named view saved with view.save), camera? ({target, yaw, pitch, distance, fov?}, as view.apply), path?, width?, height?, source? (window, model), grid?, axes?A PNG image content block. Headless: a render with the viewport’s pipelines on a headless GPU device (see solidcraft-cli gpu; with no adapter, the CPU rasterizer, without analysis colours), fitted to the model, or from the named view or camera; the reply’s renderer says which (gpu, gpu-software, cpu, with a warning for cpu). Bridged: the app window (default) or a model render with the app’s camera; a named view or camera moves the app’s viewport there first (execute view.apply does the same without a screenshot). grid: false and axes: false leave the ground grid (it lies on Z 0 and cuts through a part that straddles it) and the origin’s axes out of a model render; axes hidden with browser.visibility stay out whatever axes says. Bridged, a screenshot that gives grid or axes is a model render, which follows the app’s Grid and Origin switches for what it does not give; source: "window" with either is an error. A window that is minimised or on another macOS Space presents no frame: with no source the reply is a model render and says so (fallback); source: "window" is an error saying why, at once. Agents that don’t need the app’s chrome can ask for source: "model".
exportpath, format? (step, 3mf, 3mf-tagged, stl, stla, obj, urdf), bodies?, mesh_prefix?, effort?, velocity?STEP, 3MF or mesh export; URDF writes the whole assembly with its meshes next to it (docs/urdf.md).
undo, redo—Undo / redo one change.
pending—Bridged: the result of a request that was still running when its call returned (an error starting still running:), waiting up to 60 s for it; done: false while it runs (call again), pending: null when nothing runs. See Long-running requests.
crash_reportsid?, limit?The crash reports on this computer, newest first; with id, the whole report (backtrace, command, recent commands, design_path/replay_path). See crash-reports.md.
skill_referenceskill, file? (default reference.md)Read a bundled skill document. Skills: solidcraft-modeling, solidcraft-mechanisms, solidcraft-editing, solidcraft-checking.
running-What the app is running or has queued, for every client (control.running, see control-protocol.md): each request’s connection and id, method, command id or a batch’s step count, running_s and queued, never its parameters. Answers at once while the app is busy: ask it when a call timed out before sending a change again. Headless: always {"running": []}.
new_designname?Start an empty design.
openpathOpen a .solidcraft design, a STEP file (.step/.stp) as a new design holding its bodies (an Import base feature), or a 3MF/STL file as mesh bodies.
savepath?Save the design (to its current file without path).

measure with items reports each item under items (length_mm, area_mm2 or position). A circle, arc, hole or other cylindrical face also gives diameter, radius, center and axis, with circumference when it goes all the way round, or arc_length and angle_deg for an arc; round says which (circle, arc, cylinder). A slot (a sketch profile of two half circles and two lines, or one half-cylinder end of a slot in a solid) gives slot: width, center_distance and overall_length. With one item these fields are repeated at the top level. With two items:

  • min (also distance_mm, with from, to and delta): the closest distance;
  • max (with max_from, max_to): the farthest distance;
  • center_distance (with center_from, center_to): when an item is round, from its centre or axis: axis to axis for parallel axes, the closest distance between the axes otherwise, and axis to plane, line or point;
  • measure: the distance the Measure panel shows first (center where there is one, else min);
  • angle_deg between two planar faces or straight edges.

Earlier fields are unchanged, so older scripts keep working.

To change a feature after it is made, read its definition with execute timeline.inspect ({feature}: id or name) and change fields with timeline.edit ({feature, set}; e.g. {"extent": {"distance": "30"}}). The fields per feature type are listed in the book’s Solid features chapter.

To tell whether the design changed since a call, without reading all of it again, execute document.revision answers {document_id, revision}: revision moves only when the design changes, and document_id names the open design (another one after new_design or open). See control-protocol.md.

Resources: solidcraft://design (inspect JSON with measurements) and solidcraft://commands (the catalog).

Errors: an unknown tool or arguments that don’t match the tool’s schema are JSON-RPC -32602 errors (an unknown argument’s error lists the tool’s arguments); an engine failure (bad command parameters, a feature that fails) is a tool result with isError: true and the engine’s message, which the model can read and correct.

Long-running requests

The app answers a control request that runs longer than 60 seconds (a big fillet, say) with “still running” (control-protocol.md); it has not failed, and was not cancelled. The bridged server then keeps the connection, where the reply will come, and asks the app (control.pending) every half second for up to 240 seconds more, saying on stderr how long it waits; when the request finishes, the tool call returns its real result. If it still runs after that, the tool call fails with an error starting still running: that names the request and says what it still does: it will still apply when it finishes, or will still write the file (an export or a save: the design does not change), or only reads (nothing changes). Don’t send it again: call the pending tool, which waits up to 60 seconds for its result each time. Any other tool call first waits up to 60 seconds for it too, and is not sent while it still runs (so nothing is queued to apply unseen behind it); a request that finishes in that wait keeps its result for pending. If the connection to the app is lost meanwhile, the result is lost with it, and pending says so: inspect the design before sending a change again.

So a single tool call may block for up to 300 seconds (the app’s 60 s wait plus 240 s of polling) before it returns still running:, and a call made while an earlier request still runs for up to 60 seconds more. An MCP client needs a per-call timeout above that (say 330 s) to see that error; a client that gives up sooner only sees its own timeout, though the request goes on running in the app: then call pending (or inspect_design) before sending anything again.

A batch step that is still running stops the batch like a failure. Its rollback first waits for the step (as above), so a restored checkpoint takes the step back too; if it still runs, the reply says rolled_back: false, marks the step still_running and lists it in applied, as it will apply when it finishes.

batch rollback goes back to an engine checkpoint (edit.checkpoint) taken before the first step: the design, the active sketch and the undo history are restored exactly as they were, however long the history is. Batches that call file.new or doc.open get the design back, not its file path. (An older app without checkpoints falls back to undoing as many steps as the batch added to the undo history.)

Camera and close-up recipe

The camera of screenshot (the object view.apply, view.save and solidcraft-cli snapshot --camera take too) is an orbit camera, {target, yaw, pitch, distance, fov?}, in millimetres and radians. Unlike the angle of solid.move, a bare number is not degrees here. The eye is at target + distance * (-sin(yaw) * cos(pitch), -cos(yaw) * cos(pitch), sin(pitch)), looking at target with Z up on the screen. So yaw: 0, pitch: 0 is the front view: the eye at -Y, looking along +Y, with +X to the right. A yaw of π/2 looks from -X, π from +Y and -π/2 from +X. The pitch is the elevation angle up from the XY plane, and π/2 looks straight down with +X to the right and +Y up. fov is the vertical field of view in radians. 0, or no fov, is an orthographic view whose visible half-height is 0.4 × distance; with a perspective fov the half-height at the target is distance * tan(fov / 2). inspect.section removes what lies on the side its normal points to: it keeps the points p with n · p < d, where d = n · origin (flip: true keeps the other side). To look into the cut, put the eye on the removed side.

To look closely at one part of a large model, such as a STEP assembly, work in a headless session. These steps change only the open design in memory:

  1. Open the model with solidcraft-cli mcp --in assembly.step (or the open tool, which also takes up and names, see step 4 and STEP import). inspect_design lists the bodies with their names and bounding boxes.
  2. Remove what is in the way with solid.remove, e.g. {"bodies": ["Cover"]}.
  3. Cut the region out of the rest with solid.box, e.g. {"corner": [40, 0, -45], "length": 20, "width": 50, "height": 45, "operation": "intersect", "targets": ["Housing", "Plate"]}. Each listed body is trimmed to the box, and one that lies wholly outside the box is removed. The box itself is not kept.
  4. If the model lies on its back (many STEP files have +Y up), open it with up: "y" (the open tool, doc.open, file.insert_step), which turns the file’s bodies a quarter turn about X (Y becomes Z). One already open is stood Z up with solid.move, listing every body you keep, e.g. {"bodies": ["Housing", "Plate"], "axis": [1, 0, 0], "angle": 90}. It turns the bodies about the world origin, and a bare angle is in degrees. A turn of +90° about X takes +Y to +Z.
  5. Colour the parts that matter with appearance.assign, e.g. {"bodies": ["Housing"], "color": "#3a7bd5"}, and hide helper bodies or sketches with browser.visibility, e.g. {"items": ["Plate"], "visible": false}.
  6. Cut a section with inspect.section, e.g. {"plane": {"origin": [50, 30, 0], "normal": [0, 1, 0]}} or {"plane": "XY", "at": 5}.
  7. Take the picture with screenshot: a camera whose target is the centre of the region and whose eye is on the cut side, source: "model", grid: false if the region straddles Z 0 (the ground grid would cut through it), and path, width and height as needed. An orthographic picture is 0.8 × distance high, so a distance of about 1.5 times the region’s size frames it. Look at the image, adjust yaw, pitch and distance, and shoot again. Headless, the picture is always a render of the model; bridged to the app, source: "model" asks for that render instead of the app’s window.

Compact replies

execute and batch default to verbose: true, preserving the full command results. For long modelling sessions, set verbose: false at the tool-argument level:

{"name": "execute", "arguments": {"command": "solid.box", "params": {"length": 10, "width": 10, "height": 10}, "verbose": false}}

Feature replies omit the full bodies list while keeping feature, name, created_bodies, changed_bodies and removed_bodies. A cut can therefore report a changed body even when no body name was added or removed. Sketch replies keep new IDs under created and omit only identical top-level points, curves, constraints and dimensions lists. Other fields and errors are unchanged; inspection commands still return their complete results. Compaction uses the engine’s reply directly, without an additional design-inspection request.

Demo: an enclosure built over MCP

examples/demo/enclosure_mcp.py is a small MCP client. It drives a running app (solidcraft --control PORT) through solidcraft-cli mcp --connect and builds an electronics enclosure one execute call at a time (enclosure_steps.json): a rounded box, shelled open at the top, a USB port cut through a side wall, four screw bosses, and then a change of the width parameter that the timeline rebuilds. examples/demo/record.sh records the run with ffmpeg, with each step’s caption burnt in.

examples/demo/enclosure_ui_mcp.py (v2) builds the same part the way a person would: the modelling goes through the app’s UI over its control channel. The pointer glides to toolbar buttons and faces and clicks them, the real dialogs open, the sketches go on the model’s faces, and the camera follows. The parameters, the sketch dimensions bound to them and two extrudes go over MCP. With --story v3 (the default) one standoff is patterned 2 × 2 in the Rectangular Pattern dialog with spacings from the parameters, and width and wall are then changed in the Parameters dialog. record_ui.sh records it and draws the pointer and the captions.

A typical session

→ {"jsonrpc":"2.0","id":1,"method":"initialize","params":{"protocolVersion":"2025-06-18","capabilities":{},"clientInfo":{"name":"me","version":"1"}}}
→ {"jsonrpc":"2.0","method":"notifications/initialized"}
→ {"jsonrpc":"2.0","id":2,"method":"tools/call","params":{"name":"batch","arguments":{"commands":[
     {"command":"sketch.create","params":{"plane":"XY"}},
     {"command":"sketch.rectangle.two_point","params":{"p0":[0,0],"p1":[40,30]}},
     {"command":"sketch.finish"},
     {"command":"solid.extrude","params":{"distance":20}},
     {"command":"solid.fillet","params":{"edges":[[0,0,10]],"radius":3}},
     {"command":"sketch.create","params":{"plane":"XY"}},
     {"command":"sketch.circle.center","params":{"center":[20,15],"radius":5}},
     {"command":"solid.extrude","params":{"distance":20,"operation":"cut"}}]}}}
← {"jsonrpc":"2.0","id":2,"result":{"content":[{"type":"text","text":"{\"ok\": true, \"completed\": 8, \"results\": [...]}"}]}}
→ {"jsonrpc":"2.0","id":3,"method":"tools/call","params":{"name":"measure","arguments":{}}}
← … "total": {"volume_mm3": 22390.6, …}
→ {"jsonrpc":"2.0","id":4,"method":"tools/call","params":{"name":"screenshot","arguments":{"view":"iso"}}}
← {"jsonrpc":"2.0","id":4,"result":{"content":[{"type":"image","mimeType":"image/png","data":"iVBORw0…"},{"type":"text","text":"{\"source\":\"model\",…}"}]}}
→ {"jsonrpc":"2.0","id":5,"method":"tools/call","params":{"name":"export","arguments":{"path":"/tmp/part.step"}}}

The tests in crates/mcp/src/tests.rs run sessions like this (box → fillet → hole, parameters, batch rollback, hostile arguments) and check the results only through MCP.