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figma-build — Claude Code skill: what it does, how to install

Builds or updates a design in a connected Figma file from code or a description, reusing its components, variables, and styles. Useful for moving UI work onto the canvas.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add awdr74100/figwright --skill figma-build -a claude-code
Open on GitHub

What figma-build does

The skill turns code or a written specification into a Figma design: a full screen, section, modal, component, or design-system asset. Before writing, it inspects the connected file with get_variable_defs, scan_components, get_local_components, and get_styles. That lets it reuse existing components, variables, and shared styles instead of rebuilding the interface from primitives.

The agent then assembles the design with component instances, binds colours and dimensions to variables, sets auto-layout, and checks the result with get_screenshot. If the source includes animation, the skill can apply it as Figma Motion using the available animation tools. The target file must be open, and the connection should be confirmed with ping first.

The skill works with the current connected Figma session. When several files are open, select the target with list_files and use_file before writing. Check this first, because otherwise a build can be sent to the wrong file.

What it helps with

  • move a React or Vue component into Figma
  • build a screen from a written specification
  • update an existing design from source code
  • bind a UI to the file’s variables and components
  • check the built screen with a screenshot

Example prompts for the agent

  • Build this React component in the connected Figma file and reuse its existing components and variables.
  • Create a Figma screen from this specification, confirm the connection with ping, then show a screenshot of the result.
  • Update the selected screen from this code and reuse matching styles that already exist in the file.

How to install figma-build

1Skills CLI (Vercel)

npx skills add awdr74100/figwright --skill figma-build -a claude-code

2Manually: put the files in place

~/.claude/skills/figma-build/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/figma-build/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about figma-build

How do I install figma-build in Claude Code?

Run npx skills add awdr74100/figwright --skill figma-build -a claude-code, run npx skills add awdr74100/figwright --skill figma-build -a claude-code again, then check ~/.claude/skills/figma-build/SKILL.md.

What does figma-build do?

It builds or updates a design in a connected Figma file from code or a description. The skill reuses available components, variables, and styles, then checks the result with a screenshot.

Which platforms support figma-build?

The skill supports Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, and OpenCode.

Source text

SKILL.md · MIT
---
name: figma-build
description: Build a Figma design from code or a description — the reverse of figma-codegen. Reuses the connected file's existing design system (components, variables, styles) instead of drawing primitives with hardcoded values. Triggers whenever the user wants something created or updated IN Figma from code or a spec — e.g. 'build this in Figma', 'create a Figma design for this', 'push this component/screen to Figma', 'turn this React/Vue into a Figma design', 'recreate this UI in Figma', 'make a Figma version of …', 'design a landing page/screen in Figma' — or whenever a coding artifact (a component, page, or spec) appears alongside a request to author in a connected Figma file. Works for full screens, sections, single components, or design-system assets.
---

# figma-build

Turn code or a description into a Figma design that looks like it belongs in the file: **reuse the
components, variables, and styles that already exist, and only build what's genuinely missing.** This
is the mirror image of `figma-codegen` — same "reuse beats regenerate / reference tokens not
literals" philosophy, pointed at the canvas instead of the codebase. This file is the router; deep
detail lives in [`references/`](./references) — load a reference when its step is in play.

You operate on the **connected** Figma file (the plugin's current session). There is no fetch-by-URL;
the user must have the target file open. Confirm a plugin is connected (`ping`) before building.

## When to use

- The user wants to **create or update** something in Figma from code or a description — a screen,
  view, modal/dialog/drawer/sidebar/panel, a single component, or a design-system asset.
- **Not** for reading a Figma design into code — that's `figma-codegen`.

## More than one Figma file open

Every tool result says so when it applies, so you do not have to check up front: with two or more
files connected and none claimed, results carry a `MORE THAN ONE FIGMA FILE IS OPEN` block naming
them. It matters because calls otherwise follow whichever file the user last touched, which changes
when they switch tabs — so a task can read one file and write to another and report success.

When you see it, claim the file before doing anything else: `list_files` names every connected file,
`use_file({ fileName })` claims one for this session (`use_file({ sessionId })` when two open files
share a name — Figma allows that, and `x (Copy)` is how it happens). Every later call then reaches
that file whatever is in front, including while its tab sits in the background. If the user has not
said which file, ask — do not guess from the names.

## First, understand the environment, then build (provider-first)

The write-side mirror of codegen's grounding, and the **most important habit**: an off-looking build
almost always comes from **invented values** or **assumed conventions**. So **understand this user's
actual environment first, then build into it** — never apply a generic template. There's no single
"right" stack; there's _their_ stack. Look at **both ends** before creating anything:

- **The Figma file** — its existing design system, which you'll reuse and bind to:
  1. **`get_variable_defs`** → the file's variables (colour / spacing / radius / typography) with
     names + values + `hex`. These are the tokens you bind to.
  2. **`scan_components`** / **`get_local_components`** → existing components to **instance** rather
     than rebuild. Match the source UI pattern (a card, a list row, a nav, a button) to a component.
  3. **`get_styles`** → shared paint / text / effect styles to apply.
  4. **A design system that lives in a published library** — these reads list only the file's _own_
     definitions. When they come back empty or sparse but the file is built on a team library (its
     components are library instances, or the user says so), the tokens are in the library file:
     read their keys there and import what you bind. Don't conclude "no tokens" and hardcode values.
     → `references/write-rules.md`, "Tokens from a published library".
- **The source you were handed** — when it's code, _which_ stack and styling system (Tailwind /
  Chakra / MUI / CSS modules / vanilla …) and whether it has a config / theme / tokens file. That's
  where its real values live — read them from there, don't assume a default.

Then build, tracing every value to a source in priority order: **reuse** an existing
component / variable / style; else take the **exact value from the source's own code** —
provider-first, resolving whatever styling system it uses to real px / hex (CSS literally;
Tailwind / Chakra / UnoCSS / … via their config or scale), never eyeballed; only **invent** from a
consistent scale when neither exists. Full detail + the value-resolution method in
`references/write-rules.md`.

## Two jobs — both follow the write rules

Every build obeys the same cross-cutting rules — ground values (design system → source code → scale),
reference tokens (colour via `bind_variable_to_paint`, scalars via `bind_variable_to_node`, shared
looks via `apply_style_to_node`), auto-layout for related children (absolute only for top-level
placement), HUG/FILL/FIXED sizing via `set_layout_props` (so the layout computes sizes — don't
hardcode width/height), and real fonts (a new TEXT node defaults to Inter). →
**[`references/write-rules.md`](./references/write-rules.md).**

- **Assemble a screen / component from what exists** (the common case): recognise the UI pattern,
  `create_instance` matching components, bind tokens, build incrementally, screenshot-verify each
  step. → **[`references/assemble-screens.md`](./references/assemble-screens.md).**
- **Author a new design-system asset** (only when grounding found no equivalent): create
  variables/collections, paint/text styles, or components + variant sets, then switch back to the
  reuse path. → **[`references/author-design-system.md`](./references/author-design-system.md).**

## Motion (animation)

When the source carries animation — CSS `@keyframes` / `transition`, Framer Motion, GSAP, a Vue/Svelte
transition — author it as Figma **Motion (beta)** on the frame you built rather than dropping it:
`apply_animation_style` (presets from `get_motion_styles`) or `apply_manual_keyframe_track` per
property, `set_timeline_duration` for length. A staggered row is **one atomic `batch`** of
`apply_animation_style` ops with increasing `config.timelineOffset` — not N calls. Motion is
Figma-Design-only and keyframes attach to a top-level frame's layers, so build the frame first.
→ **[`references/motion.md`](./references/motion.md).**

## Verify visually (close the loop)

`get_screenshot` the built node, fix discrepancies, and re-screenshot — the same render-and-diff
discipline codegen uses, in reverse. Check it against the source intent **and** against objective
design health (this catches problems even when you built from a vague description with no source to
compare): nothing clipped or overflowing, edges aligned, spacing consistent (one scale), a clear type
hierarchy. An `empty: true` export means the node rendered nothing (hidden / off-canvas).

## Rules

- **Understand the environment, then build.** Read both the file's design system _and_ the source's
  stack / styling system before creating anything — there's no single right stack, only _theirs_.
  Ground every value (design system → the code's own values → a sensible scale); never invent.
- **Reuse beats regenerate.** Instance existing components; bind existing variables/styles. Build new
  only what the system lacks, and name/structure it to fit.
- **Reference tokens, not literals.** Colour via `bind_variable_to_paint`, scalars via
  `bind_variable_to_node`, shared looks via `apply_style_to_node` — never hardcode hex/px when a
  token exists (`get_variable_defs` tells you what does).
- **A colour from code is sRGB — say so.** Write it with `space: "SRGB"` beside its r/g/b, or a
  Display P3 file paints it more saturated than the code (`references/write-rules.md`).
- **Auto-layout for related children**, absolute coordinates only for top-level placement. Centre
  with the parent's alignment (`primaryAxisAlignItems` / `counterAxisAlignItems`; a child that
  aligns differently gets its own wrapper frame),
  never by tuning `x`/`y`; `align_nodes` aligns/distributes what has no layout, `set_text_properties`
  takes `textAlignHorizontal` / `textAlignVertical`. Recipes, shapes (`create_shape`,
  `boolean_nodes`, `flatten_nodes`) and what the tools still can't draw, in
  `references/write-rules.md` "Centering and alignment".
- **One create call, fully styled.** `create_frame`, `create_rectangle`, `create_ellipse`,
  `create_shape` and `create_text` take `fills`, `strokes`, `layoutSizing*` (frame and rectangle
  also `cornerRadius`; a frame also `autoLayout` and `clipsContent`; text its typography incl.
  `textAlignHorizontal`) — each meaning what it means on its `set_*` tool. Use them instead of a
  create plus a chain of follow-ups.
- **`ok: true` is not proof.** Confirm layout-sensitive writes by screenshot or read-back, and report
  anything the tools could not express instead of claiming it done.
- **Build incrementally and validate** (screenshot) — recognise the UI pattern and assemble it from
  the matching components, don't reproduce it from primitives.
- **Match the file's conventions** — naming, structure, and the design system's own patterns, the
  way codegen mirrors the project's existing code style.

© awdr74100 · MIT · awdr74100/figwright

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