kapy academy
Editor basics

Driving the editor

From your first sketch to a finished parametric body: the tools, the feature tree and the habits that make the editor fast.

14 sections71 articles

Getting around the editor

4 articles

Where everything lives, why the toolbar keeps changing, and how a document is saved: the furniture you stop noticing after a week.

Files and documents

3 articles

Where your models live, how one is created or brought in, and what the preview column tells you before you open anything.

Sketching

6 articles

Every drawing tool on the sketch toolbar, what each one emits for you, and the snapping that quietly constrains as you draw.

Constraints and dimensions

4 articles

What holds a drawing in place: the relations between its parts, the numbers that pin it down, and how to read a sketch that is not finished yet.

Extrude and cut

5 articles

How a drawing becomes a solid, and how the same tool takes material away again: where a prism stops, where it starts, and the two controls that stop it being a prism at all.

Revolve, sweep and loft

5 articles

The four ways a profile becomes a solid without being pushed in a straight line: turned around an axis, dragged along a path, wound up a helix, or blended between sections. Plus the thread that is cut straight onto a cylinder.

Working with solid bodies

8 articles

What you do to a solid once it exists: round it, bevel it, hollow it, resize it, and the four ways two bodies can answer a question about each other.

References and positioning

7 articles

Geometry you build on purpose so the model has something dependable to hang off, and the stack of steps that puts a body exactly where it belongs.

Patterns

4 articles

Drawing something once and repeating it: inside a sketch, and across whole bodies. The count stays a number you can change.

The parametric model

7 articles

Why the history is kept: go back to the step that made something, change one number, and watch the rest of the part catch up.

Using smart objects

7 articles

Modelling someone already did, replayed onto your part: finding one, placing it, keeping copies in step, and reading it when it fails.

Authoring smart objects

5 articles

Turning modelling you have already done into something reusable: what an object exposes, which parameters to offer, and how a version reaches the people using it.

Import and export

3 articles

Bringing geometry in from other CAD or from a mesh, and getting a file out that a slicer or another engineer can use.

Printer setup and calibration

3 articles

The numbers your own machine actually holds, measured rather than guessed, and what they change in every part you design afterwards.

Discord