Fillet help please

 From:  Michael Gibson
3956.3 In reply to 3956.1 
Hi Alexander, also one thing that would help for shapes like this is to build the top piece as an extruded piece which then gets trimmed, rather than trying to build a surface with rounded corners in it right from the start (like by sweeping it along side rails for example). So something that looks more like this:




For NURBS surfaces it tends to be better to have rounded corners done as a trimmed away portion rather than part of the surface itself, because having a single surface patch that itself has rounded corners kind of degrades the surface normal in that area.

It's also pretty easy to end up with a self-intersecting surface in the way you have currently done it, there is a kind of "tension" at the end of the surface, see this previous post for some illustrations on how this can easily end up self-intersecting:
http://moi3d.com/forum/index.php?webtag=MOI&msg=1127.4

Self-intersections or near self-intersections tend to be bad for filleting and shelling, it causes the surface normal to kind of spaz out in that area and flip around a bunch. Both filleting and shelling involve creating an offset surface a constant distance away from the original one, going along the surface normal so if the surface normal is going a bit crazy it can cause problems with these operations.

- Michael