Is it possible to fillet those edges?
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 From:  Michael Gibson
5091.9 In reply to 5091.8 
Hi Rich_Art, yeah unfortunately that's a particular type of topology and shaping that the filleter has some trouble with.

Another technique that can sometimes help to make things easier on fillets in areas where it has trouble is to put a sort of "hub" where pieces are coming together, see the attached example, that one will fillet up to a radius of 0.2 when it seems to run into some trouble again.

- Michael
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 From:  BurrMan
5091.10 In reply to 5091.9 
I dont know if I would call that a fillet. More like a constant variable blend!

Here I did your model and used some trimming to allow the blend tool to work.



I also altered the model in a way that allowed the constant fillet to make a result, then did some lower level work to finish it off. Here's a link to that one:

http://youtu.be/7_lVpJqST2A

Both methods though, are left with needing the "n-sided patch" to get a quality surface. Something on my wish list. With that tool, there will be most nothing that MoI could model!
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 From:  Rich_Art
5091.11 In reply to 5091.10 
Hi guys,

Both great solutions... To bad Moi can't deal with it without a workaround but both very usable solutions..
Thanks for pointing me in the right direction. :-)


Peace,
Rich_Art. ;-)

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 From:  Frenchy Pilou (PILOU)
5091.12 
A little tut that i made ;) (in French sorry )
Just 4 curves on 2 cube's faces are sufficient for make a complete boolean intersection
Select all / Construct / Boolean Merge
Just kill (or keep and move) the internal volumes!







Print screen of the "Moi work canvas"

EDITED: 21 Apr 2012 by PILOU

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 From:  Rich_Art
5091.13 In reply to 5091.12 
Nice nice but you export to?
Did yo made the fillet in Moi??


Peace,
Rich_Art. ;-)

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 From:  Frenchy Pilou (PILOU)
5091.14 In reply to 5091.13 
<< Did yo made the fillet in Moi??

Of course yes I have made all that only inside Moi ! ;)

This Export OBJ can works with any prog who accept Ngons: C4D etc...
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 From:  Rich_Art
5091.15 In reply to 5091.14 
Yeah I have it now as well. I fillet one edge at the time for the inner part.. Works good now..

See example.. + C4D













Thanks for the help guys.. Moi3D did it again..... yeahhh


Peace,
Rich_Art. ;-)

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 From:  Frenchy Pilou (PILOU)
5091.16 In reply to 5091.15 
Cool :)
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Mauro (M-DYNAMICS)
5091.17 
Rich:
>>There is a new tutorial on a C4D forum which shows how to make this<<

can you post the link or need to be logged?
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 From:  Rich_Art
5091.18 In reply to 5091.17 
I think you need free registration to see the vids indeed..
The post that is made can be found on,

http://www.c4dcafe.com/ipb/topic/67878-free-video-tutorial-modeling-a-rib-vault-type-ceiling-in-cinema-4d/


Peace,
Rich_Art. ;-)

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 From:  BurrMan
5091.19 In reply to 5091.18 
Here's a quick video of that model, although it IS different than the picture depicted.

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 From:  Frenchy Pilou (PILOU)
5091.20 In reply to 5091.19 
Another method :)
I have seen from your example that my second curve was not obliged :)
Except for decoration :)
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  BurrMan
5091.21 In reply to 5091.20 
Hi Frenchy,
Yeah, it's the same thing... I just wanted to put up the visual.
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 From:  beanworks
5091.22 
Sorry, one more method...
1. sweep circle along edges
2. boolean subtract beaded edges
3. blend all edges








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 From:  beanworks
5091.23 
with edges removed...


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 From:  Rich_Art
5091.24 In reply to 5091.21 
@BurrMan,
Thanks for the vid. I used the same method to fillet those edges.. just one by one works out best..

@beanworks
That is a nice solution as well. Perhaps even better because it is more close to the C4D example in this post,
http://moi3d.com/forum/index.php?webtag=MOI&msg=5091.8


Peace,
Rich_Art. ;-)

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 From:  Rich_Art
5091.25 In reply to 5091.23 
Very nice.. Just remake your way and it works great..
Case closed.. :-)Thanks for all the help guy's..... much appreciated.






Peace,
Rich_Art. ;-)

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