kapy academy

Geometric Constraints

4 min readUpdated Aug 2026

Use a geometric constraint to hold geometry in a relation to other geometry: level, parallel, tangent, the same size. Select the geometry first, then press the key from the table below.

No numbers are involved. Those are dimensions, and they are the next article. Every constraint here takes a selection, so the constraint group appears on the toolbar only once you have made one.

ParallelTwo lines selected, one relation applied, and the second line moves to obey it.

The reference

The geometric constraints you can apply
Constraint Key Select What it does
Coincident C 2 points Makes them one point
Horizontal / vertical Z 1+ lines Snaps each to its nearer axis and holds it there
Parallel P 2 lines Same direction
Perpendicular V 2 lines Square to each other
Tangent T 2 curves, one line with several curves, or one curve with several lines Meet smoothly, no corner
Concentric O 2+ circles or arcs Share a centre
Equal length E 2+ lines The same length as each other
Equal radius Q 2+ circles or arcs The same radius
Symmetric S 2 items + a line Mirrored about that line
Midpoint M 1 point + 1 line The point sits halfway along (lines only — arcs are not accepted)
Fix point F 1 point Pinned where it is
Point on line N 1 point + 1 or more lines The point rides the line
Point on curve U 1 point + 1 or more curves The point rides the curve
Mesh gears 2 gears Same module, pitch circles tangent, teeth clocked to interlock

Two more build geometry rather than relate it. Add midpoint (B) drops a point at the middle of a line and constrains it there, and Add intersection (J) drops one where two lines cross.

Which one to reach for

Reach for a relation before you reach for a number. A number is a decision you have to maintain. A relation is a decision that maintains itself.

  • Two holes that must stay level: horizontal through their centres, not two identical y dimensions.
  • A slot that must stay centred: symmetric about a centreline, not two dimensions you have to keep equal.
  • Four sides of a square: equal length plus one dimension, not four dimensions.
Equal lengthEqual length: change one side later and the other follows, forever.

Every relation you use instead of a number is one fewer thing to update when the part changes, and one fewer chance for two numbers to disagree.

What tools add for you

You will find constraints you never applied. They come from the snaps you made and the tools you drew with.

  • Most snaps leave the matching constraint behind, onto an axis, a line, a midpoint or a curve. Snapping onto an existing free point does something stronger and quieter. It reuses that point, so the two ends are one point rather than two points held together, and there is no chip to find. This is covered in Snapping and Inference.
  • A line drawn within ~3° of an axis gets a horizontal or vertical.
  • Rectangles arrive with three perpendiculars and a horizontal on the base edge. That is enough, because the fourth right angle and the opposite equal lengths follow from the loop closing. The from-centre variant swaps two perpendiculars for midpoint pins on the diagonals. The three-point one drops the horizontal, since you chose the base direction yourself. Polygons arrive with equal sides and pinned interior angles, and slots with tangency and equal radii.

They show up as chips like any other, and you can delete them. If a shape refuses to deform the way you want, look for one of these first, most often that horizontal on a rectangle's base, the one that stops you rotating it.

See also

Discord