With several bodies to send (after Add all bodies, say), the Print face input refused every face. It took a print face only when exactly one body was sent; any other pick was cleared at once, with a note in the status bar only. Each body's print face then had to be set with Ctrl+B, or by sending that body alone. The input now holds the print face of each body being sent. A face picked in it becomes its body's print face, in place of the one it had. A click on a body's print face takes it out and clears only that body's. A face of a body that is not being sent is refused with a message (`ui.print_face_body_not_sent`, in place of `ui.print_face_one_body`). Each change is still one `body.print_face` command, so it undoes on its own. Picks in this window are no longer widened to the other pieces of the face's surface, so a click on a print face takes it out rather than adding its neighbours. The user guide (guide/files.md) says so. The new message is in assets/locales/pending/print-face-each-body.json, in all 31 languages; the old one is removed from the catalogs. Test: dialogs_save_mesh::tests::the_print_face_input_takes_one_face_for_each_body_sent (fails without the change: the second body's face is refused). Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
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Import and export
| Format | Read | Write |
|---|---|---|
.sc (versioned container or JSON design; .solidcraft files from earlier releases still open) |
yes | yes |
.json (self-contained plain JSON design) |
yes | yes |
| STEP (AP203, AP214, AP242) | solids, assemblies, units, names, colours | AP242 with names, colours and the component tree |
| IGES 5.3 | manifold solids, or trimmed surfaces sewn into solids | manifold solids with names and colours |
FreeCAD .FCStd, Rhino .3dm |
solids, through cadmpeg | |
| 3MF, STL, OBJ | mesh bodies | yes |
glTF 2.0 (.glb, .gltf with its .bin files) |
mesh bodies in the node tree's components, materials as appearances | |
| 3MF with face tags | as 3MF | each triangle tagged with its B-rep face, exact coordinates |
| URDF | the assembly as a robot: links with meshes, mass and inertia, joints from the assembly's joints | |
| DXF, SVG | into a sketch | sketches and flat patterns as DXF |
| PNG, JPEG | canvases and decals |
Opening a STEP, IGES, FreeCAD or Rhino file creates a design with the file's bodies as a base feature, and inserting one adds them to the current design. Later features build on them. Mesh bodies render, measure, move and export, but solid features need B-rep bodies.
Every imported file (STEP, IGES, 3MF, STL, OBJ or glTF) comes in as a new component named after the file, so its bodies never mix with yours. A STEP assembly keeps its structure: its parts and sub-assemblies become nested components, and a part used several times is one component with an occurrence for each place. The imported assembly is rigid: moving its component moves everything, and its parts don't move on their own. Right-click the component and choose Unlock Contents to joint the parts one by one. Undo removes a whole import in one step.
A glTF file (.glb, or .gltf with the .bin files it names in the same folder) comes in the
same way: its nodes become nested components, a mesh placed several times is one component with
an occurrence for each place, and the whole import is rigid until you unlock it. glTF is in metres
with Y up, so the import is scaled to millimetres and turned to stand Z up (up: "z" keeps the
file's axes). Each material's base colour, metal and roughness become the body's appearance, so
the model looks right in Render; textures, skins and animations are not imported. Scaled or
mirrored nodes are baked into their meshes. Compressed meshes (Draco, meshopt) are refused with a
message: save the file uncompressed first.
A 3MF project saved by a slicer comes in too, also when it keeps its objects in model parts of
their own inside the file (the 3MF Production extension): each object on the build plates becomes
one mesh body, with all its volumes merged where the slicer placed them. Each body is named after
its object: the name in the model, else the one the slicer keeps in its project settings (Bambu
Studio's Metadata/model_settings.config), else Mesh1, Mesh2, … Other slicer-only data
(modifier, negative and support volumes, painting, per-object settings) is not read: modifier and
negative volumes come in as ordinary solid geometry.
File → Export STL… and File → Export 3MF… (also Save As Mesh on the Insert tab's Files panel, and in the right-click menu of a body) open the same dialog with that format chosen; it saves the selected bodies as STL, 3MF or 3MF with face tags (below) to a file you name, and you can change the format there.
A 3MF has one object per body, so a slicer arranges the bodies of a multi-body part apart on the
bed. Scripts and the control channel can keep each component together: file.export or
file.save_mesh with objects: "component" writes every placed component that holds two or more
bodies as one 3MF object whose parts are those bodies. PrusaSlicer, OrcaSlicer, Bambu Studio and
Cura then load it as one object with a part per body, and each part can take its own filament. The
design's own bodies, and a component with a single body, stay objects of their own.
File → Send to Slicer (also on the Insert tab's Files panel, and in the right-click menu of a
body) is the short way: it saves the selected bodies as a 3MF in millimetres, without face tags,
and sends it to a slicer. It always asks which one and pre-selects the slicer you used last time,
so the usual case is one click or Enter. The list shows the slicers found on the computer with their
icons; Custom… adds any other program to the top of the list (kept between runs; hover an entry
you added and press Delete to remove it). On Linux only, a program whose desktop entry says it opens
3MF or STL files is listed even if SolidCraft doesn't know it by name. Windows and macOS list the
known slicers only, found in the usual program folders and on PATH. It falls back to an STL if the
3MF can't be written. Scripts and the control channel use file.send_to_slicer
with a slicer, which sends without a dialog. They can start only the slicers in the
list and programs you added under Custom…; any other program path is refused, and an AI agent's
request to save a mesh or send it to a slicer asks first and names the slicer.
A body can have a print face: the flat face it should lie on in the slicer. Select the face and press Ctrl+B (or Print Face in the face's right-click menu); press it again to clear it. The Send to Slicer window shows the print face of each body being sent in its Print face row. A face you pick there in the viewport becomes the print face of its body, in place of the one it had; take a face out of the row to clear its body's. Each send then turns a copy of the body so the print face points down at Z = 0, with its centre of mass over the origin; the design itself does not move. The face is tinted and outlined in the viewport, and a copy made with Move/Copy or Mirror keeps it. A print face that is gone or no longer flat is reported, and the body is sent as it lies. Curved faces and mesh bodies can't be print faces. Known limitation: after a shell of a body that is already shelled, no face of that body can be marked, as no sketch can be attached to one either; this needs kernel work, which is paused.
The list also has a plain EasyPrint (Printables, in the browser) row, and it is the one entry
that works in the browser build too. EasyPrint is Printables' slicer, so choosing it uploads the
selected bodies (a 3MF, 100 MB at most) to Printables' servers and opens the model there in your
browser. The link expires after 30 minutes, and you need to be signed in to Printables. SolidCraft
asks once before the first upload and remembers that you agreed. Nothing is uploaded unless you pick
this row. SolidCraft isn't affiliated with Printables. Scripts use file.open_in_easyprint, which refuses unless it gets consent: true,
and an AI agent's request to use it asks first.
Files sent to a slicer go to a folder only you can
read: ~/.cache/solidcraft/slicer on Linux, ~/Library/Caches/SolidCraft/slicer on macOS and
%LOCALAPPDATA%\SolidCraft\slicer on Windows. The name stays the same for the same design and
the same bodies, so sending again replaces the file the slicer has open: use the slicer's
Reload from disk to pick it up. If Windows won't let the file be replaced because the slicer holds
it, the new copy gets a number (name-2.3mf) and the status line says so. Files older than seven days are
deleted the next time SolidCraft starts.
If the slicer is already running, PrusaSlicer, SuperSlicer and Cura load the file in
the open window instead of starting another one (they are started with --single-instance).
Other slicers, Bambu Studio and OrcaSlicer among them, are started as they are, so they may open a
second window. You can turn this off in
Preferences → General, except for PrusaSlicer 3.0, whose launcher can't hand a file to a running
window without it. Scripts pass single_instance: false to file.send_to_slicer or file.save_mesh.
PrusaSlicer 2 and 3 behave differently, so SolidCraft reads which one an install is from the
version in its installed metadata (a Flatpak's own files, or the metainfo file of a package); it
never runs the program to ask. PrusaSlicer 2 is sent the file with --single-instance. PrusaSlicer 3
is started on its own first, SolidCraft waits up to ten seconds for it to be ready, and then sends the
file. If the version can't be read, the command decides: the slic3r-app-launcher launcher is
treated as PrusaSlicer 3, and any other entry is left as it is.
Closed mechanical meshes with a constant cross-section can be rebuilt as solids with the
mesh.convert command (command palette, scripts and the control channel).
File → Export 3MF… with the format changed to 3MF with face tags (file.export or file.save_mesh with format: "3mf-tagged") writes an
ordinary 3MF in which every triangle also names the B-rep face it lies on and every coordinate
is the tessellation's own double-precision value. Meshing and analysis tools can use the tags to
keep a model's faces (for loads, boundary conditions or feature edges); other 3MF readers ignore
them. The format is specified in docs/formats/3mf-face-tags.md.
File → Export URDF… (file.export with a .urdf path) writes the assembly for robot
simulators and ROS: a link per component placement with its mesh, mass and inertia, and the
assembly's joints, so the parts move in the simulator as they do in SolidCraft. The meshes are
written as STL files next to the .urdf. See docs/urdf.md.
Saves are atomic: a crash at any moment leaves either the old file or the new one, and the
replaced version is kept as <file>.bak. A save keeps the file's permissions, and a design
opened through a symbolic link (a synced folder linked into a project) is saved into the file the
link points to, so the link stays. Unsaved changes in every open tab are autosaved to separate
entries in a recovery folder, and the next launch offers to recover each design. Saving or
closing one tab removes only its recovery entry. Older design files are upgraded on open, and files
from a newer version are refused with a message.
Save writes a container by default; files named .json keep JSON on subsequent saves.
Save As offers a container or plain JSON on
desktop; Save As JSON is also available in the File menu on desktop and web. Both start
from the name of the open file, or from the design's new name when it was renamed since it
was opened or saved; a new design starts from its own name. Choose
the .json extension for plain JSON. Export Design as JSON writes an independent,
self-contained copy without changing the current file. Scripts can explicitly pass
"format": "json" to file.save or file.save_as even with a .sc name.
Opening detects the format from the contents, so existing JSON designs keep working.
Containers favor fast reading and saving by default. Scripts can request
"compression": "compact" when file size matters more than CPU time.
Containers deduplicate identical STEP, mesh and image payloads. Mesh coordinates retain
their original double precision; this is not a conversion to STL. Geometry still rebuilds
from the timeline when opening. When a saved display preview is available, desktop Open
shows it while checking geometry; editing starts after the complete rebuild. Cancelling
keeps the current design. Previews cannot be edited or measured. Scripts can opt in to a disposable geometry
cache with cache: true on warm saves; saving never rebuilds cold geometry just to
create one. Ordinary saves and browser downloads default to cache: false. An additional display-mesh cache remains opt-in
with preview: true. Unsupported or mismatched caches are ignored. Browser opening
still rebuilds synchronously.
Warm saves with explicit cache: true can also include a small PNG thumbnail. It travels with the file, so
Home can show the recent design without reconstructing it when no local picture
is available. Missing or incompatible pictures use the usual thumbnail generation.
The default cache: false omits the portable thumbnail too.
The repository's docs/design-container.md describes limits and encoding details.
Designs are saved in the newest format this version of SolidCraft knows ("format": "solidcraft/N"
in the file). It opens designs of every older format and upgrades them as they open; a design
from a newer version asks you to update instead of being guessed at. Development (nightly) builds
save a format number no release reads yet.
Sketch patterns retain their live direction-line references and placement settings when saved. Older patterns keep their fixed vector directions and original placement defaults.
Upgrading keeps what a design meant. Designs keep recorded body transfers, explicit 3D curve coordinate spaces and certified face bindings, alongside semantic configuration styles, associative free-form offsets and cylindrical emboss selections. Older ownership maps, geometry and expressions retain their saved meaning. Legacy 3D curves with retained associations receive their producer's coordinate-space marker without changing any saved points; detached curves retain world coordinates. A lost cross-component association refreshed by an older build may need an explicit relink or refresh when its source returns. Loading never guesses a numerical correction. Association records, coordinate arrays and placements are bounded and checked.
Large files
SolidCraft opens STEP, IGES and the other CAD files it imports up to 512 MB, and design files up to 256 MB. A larger file is refused before it is read, and the message says how to raise the limit. In the desktop app you can raise both:
- Preferences › General › Largest file to open sets each limit in MB, from its default up to 16 GB (16384 MB). It is kept between runs; Restore Defaults on the General page puts back 512 MB and 256 MB.
--max-file-size SIZEat launch (solidcraft --max-file-size 2GB big-assembly.step) raises both limits for that run only, over the preference, without saving anything. SIZE is a number with MB or GB (2GB,1.5GB,1500MB; 1 GB is 1024 MB), at most 16GB. A size below a default leaves that limit at its default. A size the app can't read stops it from starting, with the reason.solidcraft-clitakes the same flag with any command.
Before you raise them:
- Memory: a file is read whole, and what is built from it is held in memory beside it. Expect several times the file's size in RAM, more for finely detailed parts, and a long open and a slow view for an assembly with hundreds of thousands of faces.
- Saving: a design keeps the text of a STEP import, compressed, and the design limit applies
to the saved file. An import whose compressed text doesn't fit in a design file is refused when
it is imported, so it never opens and then fails to save; raise the design file limit too, or
open the file with
--max-file-size, which raises both. Opening that design again needs the same limits. - Web app: the browser version keeps 512 MB and 256 MB: a browser tab can't hold larger files. Its Preferences show a note instead of the setting.
The control channel sets the same preference with ui.prefs {"max_step_file_mb": 2048, "max_design_file_mb": 1024}.
Design properties
File → Design Properties… (also under Document Settings in the Browser, and on the
top component's right-click menu) records who made a design and what it is: project, part
number, revision, author, organization, description and licence. OK applies the changes as
one undo step. Scripts and agents use the same commands: document.metadata reads them,
document.metadata.set (key and value, or values: {key: value, …}) and
document.metadata.remove (key or keys) change them. document.inspect and the MCP
inspect_design tool include them.
Exports carry them where the format has a place for them:
| Format | Written |
|---|---|
| STEP | author and organization in FILE_NAME, description in FILE_DESCRIPTION (on one line) |
| IGES | author and organization in the global section |
| 3MF | project as Title, author as Designer, description as Description, license as LicenseTerms |
The part number and revision have no standard place in these formats and stay in the design.
In the file they are one optional top-level metadata object; a design without properties has
none, and is saved exactly as before:
"metadata": {
"project": "ACME enclosures",
"part_number": "ACME-1042",
"revision": "B",
"author": "Jane Doe",
"organization": "ACME",
"description": "Vented case for Raspberry Pi 4",
"license": "CC-BY-4.0",
"com.acme.description": { "shop_id": 88123 },
"org.printfarm": { "slicer_profile": "PETG-0.2", "internal_id": 4 }
}
- SolidCraft's keys are unprefixed and hold text. Every other unprefixed key is reserved for later SolidCraft versions.
- Other tools keep their data under one reverse-DNS key of their own (
com.example.tool: two or more dot-separated labels of letters, digits,-and_), holding an object. A tool writes only under its own key and leaves the others alone. - SolidCraft keeps every key as it is through open, edit and save, in both the container
and plain JSON, and never checks what another tool wrote: a well-known key holding something
other than text (
"author": 42) is kept, reads as absent, and never stops the design from opening. Typing over it in Design Properties replaces it. - Other tools' keys are never exported; Design Properties lists them read-only.
- Keep values small:
document.metadata.setrefuses text over 4 KiB, an object over 64 KiB or nested more than 32 levels deep, and more than 256 keys or 256 KiB in all. Binary data belongs in a file next to the design.
Design properties are first saved in format 21. Inserting or linking another design doesn't
copy its properties; Save As keeps them. A command script of the design
(timeline.export_script) sets them in one step.
Designs in shared or synced folders
A design kept on a network share or in a synced folder (Dropbox, OneDrive, Syncthing, Google Drive) can be open on two computers at once. The desktop app watches for two writers:
- Open elsewhere. While a design is open, SolidCraft keeps a small lock file next to it,
.~<file>.lock(computer, user, SolidCraft version, when it was opened), refreshes it every minute and removes it when the design closes. Opening a design that another SolidCraft has open says so: Open Read-Only (look at it; Save asks for a new file), Open Anyway or Cancel. A lock not refreshed for three minutes (left by a crash or a lost connection) is ignored. Lock files never show in Open or the recent lists, and a design in a folder you can't write to still opens. - Changed on disk. SolidCraft remembers the file's size and modification time when it opens or saves a design. If another program or computer wrote the file since, Save asks first: Save a Copy (the default), Overwrite or Cancel.
Scripts, the CLI and the control channel never get these questions. doc.open opens the design
and reports open_elsewhere in its result (read_only: true opens it read-only), and file.save
over a file that changed on disk fails with an error until it is given overwrite: true.
Saving in the web app
In Chrome, Edge and Opera, Save As opens your browser's save dialog and writes the
.sc file to the folder you choose, and Open opens the browser's open dialog.
Save then writes back to that same file. The browser remembers the file, so after you
reload the page the first Save asks once for permission to write to it, and carries on.
A design you open from your computer saves back to the file you opened.
In Firefox and Safari, which can't write to a folder, Save and Save As keep designs in this browser's private storage instead, and the app says so. Clearing the site's data can remove those designs. Download a copy to keep it outside the browser or move it to another device.
To get a copy as a download in any browser, choose File → Download design. It holds the current design, including its unsaved changes. In File → Files in this browser… (and in Firefox and Safari, File → Open), Download open design does the same, and Download beside a stored file gives its last saved contents. Whether a folder chooser appears depends on your browser's download settings.
Use Open from computer… in the same window to open a design from your computer; where the browser can write to a folder it saves back to that file, otherwise it works on a copy kept in the browser. Use Rename beside a stored file to change its name. Autosave and recovery stay in the browser's private storage in every browser. Exports such as STEP and STL are downloaded.