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Forgecad

Organization
ForgeCAD
forgecad

ForgeCAD model authoring, editing, debugging, and execution guidance for .forge.js, SVG-import, assembly, and CLI workflows. Use when building or modifying ForgeCAD geometry, structuring multi-file projects, validating scripts, or using ForgeCAD export/render tooling.

Overview

PublisherForgeCAD
Repositoryforgecad-public-kit
Skill nameforgecad
Stars
942
Forks
104
Bundled files
19
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 19 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by ForgeCAD on GitHub. Read the source before you install it.

Installation

Install the Forgecad AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/ForgeCAD/forgecad-public-kit/tree/mainline/skills/forgecad
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/ForgeCAD/forgecad-public-kit.git /tmp/forgecad-public-kit
mkdir -p .claude/skills
cp -r /tmp/forgecad-public-kit/skills/forgecad .claude/skills/forgecad
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Forgecad in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Forgecad on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Forgecad is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

ForgeCAD

Author or modify ForgeCAD models, sketches, assemblies, and CLI workflows. Prefer documented primitives, import rules, placement strategies, and CLI commands over inventing new APIs.

Workflow

  1. Identify the artifact: .forge.js, SVG asset, or CLI/export task.
  2. If the model has any moving parts, load the assembly group and {{SKILL_DIR}}/docs/guides/joint-design.md upfront — do not defer the kinematic structure to a refactor pass.
  3. Load only the docs the task needs (see Source Map below). Start from the top group, add others as needed, and prefer these docs and recipes over ad-hoc repo examples.
  4. If any two parts are intended to touch or mate in the final model, load {{SKILL_DIR}}/docs/guides/positioning.md immediately and default to connectors + matchTo().
  5. Default to a concrete first pass — easy iteration beats speculative design review.
  6. If an existing model is broken, replace the weak structure rather than preserving bad architecture.
  7. Validate with forgecad run <file> (add --debug-imports for import chain issues; pass --backend manifold|occt|truck when the backend matters).
  8. For moving assemblies, return the Assembly directly so runtime controls re-solve the link/edge kinematics model instead of stacking viewport-only transforms.
  9. Model the physical artifact, not an educational diagram. No explanatory labels, arrows, legends, or text plaques unless the user explicitly asks for a presentation or teaching view; product markings only where the real object would carry them.
  10. Build the real closed CAD first. Never bake cutaways, sectioned shells, permanently exploded layouts, or hidden-parts views into the default model just to show internals — use viewer-only cut planes, explodeView, object hiding, transparency, or inspect sections after the artifact exists.

Import and Composition

  • Always include the extension in relative imports: require("./file.forge.js", { Param: value }) for model files, require("./helpers.js") for plain helper modules. Extensionless imports such as require("./file") do not resolve; ForgeCAD resolves project imports by exact path.
  • ForgeCAD APIs are injected globals in .forge.js files. Use bom(), box(), scene(), Shape, etc. directly; never destructure those names from helpers (const { bom } = require("./bom.js")). Import helper files under a project-specific name such as const bomHelpers = require("./bom.js").
  • For static multi-part models, connectors + matchTo() are the default way to assemble touching parts.
  • Top-level scripts can return Assembly or SolvedAssembly directly. Do not call .toGroup() just to render an assembly; use it only when you need ShapeGroup composition, transforms, or named-child lookup.
  • Import.svgSketch() loads SVG files (file format loader, not a module import).
  • .placeReference('bottom', [0,0,0]) aligns any built-in anchor to a world coordinate; also works with custom .withReferences().
  • Plain .js modules hold shared helpers/constants (not model imports).

Source Map

Load groups top-to-bottom, stopping when you have what the task needs.

1. Core API (always read first)

Execution model, colors, coordinate system, primitives, booleans, patterns, imports, parameters, topology, edge queries.

  • {{SKILL_DIR}}/docs/API/core/concepts.md
  • {{SKILL_DIR}}/docs/generated/runtime-names.md
  • {{SKILL_DIR}}/docs/generated/core.md

2. Static Assembly and Positioning (for any multi-part model)

Axis conventions, winding rules, and placement strategy. If parts should touch in the final model, read this group before writing placement code. Connectors + matchTo() are the default for mating interfaces; raw translate() and rotate() are for free offsets, not assembly contracts.

  • {{SKILL_DIR}}/docs/guides/coordinate-system.md
  • {{SKILL_DIR}}/docs/guides/positioning.md

3. Sketch APIs

2D construction, transforms, booleans, paths, on-face sketching, extrusion, anchors, text, regions.

  • {{SKILL_DIR}}/docs/generated/sketch.md

4. Curves and Surfacing (for lofts, sweeps, splines)

Smooth curves, Hermite splines, lofted and swept solids. For straps, inlays, guards, brace members, vents, or physical bands that live on a carrier surface, use Carrier + SurfaceBody surface-member primitives before reaching for variableSweep, SDF sculpting, or manual boolean overlap recipes.

  • {{SKILL_DIR}}/docs/guides/surface-members.md
  • {{SKILL_DIR}}/docs/generated/curves.md

5. Assemblies and Mechanisms (for joints or kinematics)

Assembly graph, joint types, couplings, validation, and simulation export.

  • {{SKILL_DIR}}/docs/generated/assembly.md

6. Sheet Metal (for bent parts, K-factor, flat patterns)

Bend operations, flat pattern unfolding, K-factor configuration.

  • {{SKILL_DIR}}/docs/generated/sheet-metal.md

7. Output and Export (for STL/3MF/STEP, BOM, dimensions)

Mesh export, exact geometry export, bill of materials, dimension annotations.

  • {{SKILL_DIR}}/docs/generated/output.md

8. Toolbox (fasteners and standard parts)

Parametric bolts, nuts, washers, standard hardware, gears, pipes, and structural profiles.

  • {{SKILL_DIR}}/docs/generated/lib.md
  • {{SKILL_DIR}}/docs/generated/wood.md

9. Runtime Viewport APIs (for cut planes, exploded views, hiding, and animation playback)

Viewer-only APIs such as cutPlane, explodeView, render labels, comparison references, and runtime display behavior.

  • {{SKILL_DIR}}/docs/generated/viewport.md

10. Recipes and Debugging (for patterns and troubleshooting)

Modeling patterns, debugging tactics, copyable snippets.

  • {{SKILL_DIR}}/docs/guides/scene-presentation.md
  • {{SKILL_DIR}}/docs/guides/joint-design.md

11. CLI (for validation/render/export tasks)

Test-run, export pipelines, debug flags.

  • {{SKILL_DIR}}/docs/CLI.md
  • {{SKILL_DIR}}/docs/guides/inspection-bundles.md

SDF Modeling (smooth booleans, TPMS, deformations, fromFunction)

Primitives, smooth booleans, TPMS lattices, twist/bend/displace, morph, custom functions, gotchas. The doc preamble's precision caution applies to every SDF workflow.

  • {{SKILL_DIR}}/docs/generated/sdf.md

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Forgecad AI skill do?

ForgeCAD model authoring, editing, debugging, and execution guidance for .forge.js, SVG-import, assembly, and CLI workflows. Use when building or modifying ForgeCAD geometry, structuring multi-file projects, validating scripts, or using ForgeCAD export/render tooling.

Why use Forgecad on TypingMind?

Because you install it once and use it with any model. Forgecad is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Forgecad in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/ForgeCAD/forgecad-public-kit/tree/mainline/skills/forgecad. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Forgecad?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Forgecad?

As many as you like. As long as a model supports skills, you can use Forgecad with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Forgecad AI skill free?

Yes. It is published on GitHub by ForgeCAD under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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