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Rewritten in Rust, primarily as a SolidCraft plugin, with a standalone command line that needs no Python.
Assets
| file | what it is |
|---|---|
mesh-solidify-plugin.zip |
SolidCraft plugin (0.41+). Preferences › Plugins › Install plugin…, then Plugins › Mesh Solidify. |
mesh-solidify-v0.2.0-<target>.tar.gz / .zip |
Command line for macOS (Apple Silicon, Intel), Linux (x86-64, ARM64) and Windows. |
mesh-solidify-skill.zip |
Claude Code skill. Unzip into .claude/skills/. |
solidify.py |
The original Python version (0.1.1), for reference. |
SHA256SUMS.txt |
Checksums. |
Highlights
- Plugin: Solidify Mesh… rebuilds the selected mesh body as a new watertight body in one undo step. The dialog defaults to 10% scale. Inspect Mesh… reports holes, loose parts and size.
- CLI: same flags,
--jsonand exit codes as 0.1; about 2× faster with a quarter of the memory (978k-triangle compressor: 35 s instead of 76 s; 650k-triangle toolbox at 400M voxels: 34 s and 2 GB instead of 123 s and 7.8 GB). New--voxel autoand--threads; reads PLY. - Octree winding-number evaluation, marching tetrahedra, manifold-preserving decimation, void filling.
SolidCraft 0.41.0 limits
These are the host's limits, not the plugin's:
- A plugin can read mesh bodies of at most 2,730 triangles, and send back about 30,000. For larger scans use the CLI and Insert Mesh.
- macOS: the signed 0.41.0 build lacks the JIT entitlement Wasmtime needs, so running any plugin kills the process ("Code Signature Invalid"). Use a build without the hardened runtime until SolidCraft fixes it.
See CHANGELOG.md.