Is this the best way?

 From:  Michael Gibson
5491.8 In reply to 5491.6 
Hi Cube,

> btw I should add that the boolean problem was when I was trying to just boolean
> the top surface of the orange central fill object.
> on reflection I think the issues could be trying to boolean just a single surface?

Yeah usually booleans are done between solids, or a solid with a surface cutting it, and not just 2 open surfaces cutting each other.

If you need to cut 2 surfaces with each other you can use the Edit > Trim command for that kind of cutting - basically the booleans are like a "batch mode" version of trim where they do trimming plus figuring out which areas to keep or discard based on what solid volume they are contained inside of and then joining up the results.

They can save time because they combine several tools together like that, but the main way that they do that combination is by part of the process working according to volumes. So if you don't have solids yet you can instead do each of those types of operations directly by the lower level tools like Edit > Trim and Edit > Join. Then with the "low level" trim tool instead of it automatically deciding which pieces to discard based on volume it instead slices them up and lets you specifically pick which pieces to discard.

But if you're doing this type of individual surface construction, it sort of means you're not really fully utilizing the optimal way to build NURBS objects because you're doing things the advanced and low level way instead of speedy way doing solids. Sometimes you need to do things the low level way if you're doing a lot of custom surfacing but if what you really need is a variable radius fillet, I'd recommend bringing your object into a different CAD program and then doing the variable radius fillet there and then bringing it back into MoI, that will be the most time effective way to get things done for a variable radius fillet right now.

- Michael