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    Round Corners issue?

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    • chippwaltersC Offline
      chippwalters
      last edited by

      See below

      https://dl.dropboxusercontent.com/u/3788438/3D/RoundCornersProblem.gif

      I want to select THROUGH the triangle. Is this possible? Is there a way to have round corners fillet this edge? Is there a way to modify the mesh so that it works?

      Other 3D programs (Blender, Lightwave, Modo) allow for non-planar quads, which allows for much better filleting. I'm hoping I'm just missing something here...

      Link to file:
      https://dl.dropboxusercontent.com/u/3788438/3D/suFilletIssue.skp

      Currently working with Cross-Reality technologies

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      • fredo6F Offline
        fredo6
        last edited by

        This is a limitation of the current algorithm of RoundCorner.

        Still, try to make the rounding. Some faces will disappear, but you can easily recreate them.

        Otherwise, you can approach the rounding by a subdivision program (Artisan or SubD)

        Fredo

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        • chippwaltersC Offline
          chippwalters
          last edited by

          Thanks Fredo.

          Do you think it possible to technically achieve this? In particular, I'm interested in a workflow where all hard edges are rounded for a given object at once. Even better if it can be proxied, so one could continue working in the non-rounded version, then update the proxy.
          Blender has a great set of plugins called hard ops, which does this. This plugin is amazing, and I think this can be done even better in SU if there's a good enough fillet algorithm.

          Currently working with Cross-Reality technologies

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