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Workflows / Kit from Parts (/cu:kit)
Kitbash · Modular kits

Kit from Parts (/cu:kit)

One command turns a Fab pack of loose meshes into a tileable wall piece. Claude photographs the pack, proposes which part plays which role, shows you every orientation, and bakes the piece — you answer three times.

Live
When to use it
You bought a kit-of-parts pack — hundreds of wall planes, beams, cornices, arches and piers, each with the author's own pivot and facing, and not one finished wall among them. /cu:kit turns that pack into tileable pieces the castle assembler or city planner can use, without you measuring pivots, flipping faces or working out spacing. Any pack works: the recipes are written in module units, never centimetres.

Natural-language example

Claude Terminal mcp connected
❯ /cu:kit /Game/WhiteCastle
↳ 125 meshes measured and photographed · Gate 1: here is which part I would use for each role — correct me.

ⓘ /Game/WhiteCastle is the content folder of YOUR pack — replace it with wherever your kit-of-parts meshes live. WhiteCastle is only the pack used in the demo; it is not bundled with the plugin.

The workflow

1
stage_pack_kit

Stand the pack on its own stage

Claude builds and opens a flat, evenly lit level for the pack, saving whatever level you had open first. Every sheet that follows is photographed there, never against whatever terrain happened to be loaded.

2
survey_pack

Gate 1 — which part plays which role

Every mesh is measured and photographed into one sheet in the Preview tab. Claude reads the thumbnails itself and proposes a binding: the wall skin, the cap, the pier, the windows, the string course, the cornice, the arch. Names lie — the part called “buttress” in the sample pack is a gilded finial — so the proposal is made by eye, and you correct it in one line.

3
format_pack_part

Gate 2 — every orientation on one sheet

The bound parts stand in a row, front and three-quarter, each against a grey slab: the wall it will be pressed against. A part facing the wrong way visibly stands off its slab. Say “yes” or “number 3, turn 90” once for the whole pack, and Claude bakes all of them into a canonical form: pivot at the footprint centre, front one way, length along one axis.

Orientation is the one thing no measurement can settle
4
compose_pack_piece

Gate 3 — the piece, in three views

A recipe crossed with your binding is proposed as front, back and three-quarter views before anything is written. Say “bake it” and it becomes one merged mesh — two courses of wall, piers on both edges, a string course and cornice between them, alternating windows below, a two-arch arcade above. Claude tiles three copies side by side and checks the joins itself.

5
stage_pack_kit · get_pack_status

See what you have

The finished kit stands on its stage: your loose parts in a row, and on a plinth beside them, the piece they became. Two JSON files beside the formatted assets — parts.json and pieces.json — are the record, and they belong in version control. Reopen the editor later and get_pack_status tells you what is still on disk.

What it looks like

125 White Castle meshes photographed as thumbnails on a dark grid
The survey — every mesh in the pack, measured and photographed. Not one finished wall among them.
Eight castle parts standing in two rows against grey slabs under a blue sky
Gate 2 — each bound part against the wall it will be pressed against. A part facing backwards would stand off its slab.
A two-course castle wall piece with piers, windows, a string course and a two-arch arcade, seen from three-quarter
Gate 3 — the proposed piece. Say “bake it” and it becomes one merged, tileable mesh.
Loose castle parts in a row on flat ground, with the finished wall piece standing on a peach plinth beside them
The stage afterwards — the parts on the left, and the wall they became on the right.

Demo

Episode 22 — 125 loose Fab meshes in, one tileable castle wall out, three answers from the human.

Documentation

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