Idea for filleting of surface corners....

 From:  Michael Gibson
1641.6 In reply to 1641.1 
Hi Fredrik, I've added that to the wishlist. That would be a kind of "vertex" based filleting for surfaces (and I suppose corner points of solids as well).

One big problem is that the most basic kind of fillet is a circular arc fillet, and it generally isn't possible to fit a circular arc to be simultaneously tangent to 2 non-planar curves.

So what would you expect to have happen in there if you had the Fillet shape set to Shape: Circular, which is the default?


> -since the surface has its own coordinates (u and v)

The problem is that distances in the UV parameter space do not correspond directly to distances in 3D space. When working in UV space you tend to have to do things like adaptive fitting processes to match 3D space distances, it is not just a simple matter of drawing in 2D/UV and then you're done. That tends to make this kind of stuff far more difficult than what it would initially seem.

- Michael