fillet trouble

 From: telnoi 19 Jun 2008  (1 of 19)
 I decided to try and reconstruct one of the gallery images over here, but I am having issues filleting all edges. I know that there are certain angle restrictions etc, but I'm wondering what would be the best construction or filleting method. Either fillet most objects before putting them in a circle array, or filleting them afterwards like i'm trying to do know (seems impossible..hints welcome). Attachments:

 From: Frenchy Pilou (PILOU) 19 Jun 2008  (2 of 19)
 1700.2 In reply to 1700.1 As your piece is very regular and symmetric Calculate fillet on just the modulo Cut it and make some Symmetry or Array circular EDITED: 19 Jun 2008 by PILOU Attachments:

 From: PaQ 19 Jun 2008  (3 of 19)
 1700.3 In reply to 1700.2 Maybe you should fillet only a part of the ring and do the array after -> EDITED: 3 Feb 2010 by PAQ

 From: Michael Gibson 19 Jun 2008  (4 of 19)
 1700.4 In reply to 1700.1 Hi telnoi, that is going to be a pretty tough one - you've got a solid there with 230 surfaces, and 562 edges in it. Filleting all the edges would add like 500 or so little tiny surfaces extra to that, so that is going to be a pretty heavy and large model at the end. The first thing that I would do to start with is to clean up the model to have as few surfaces as possible. For example, the inside surface of the ring is kind of broken up currently into several different surfaces, like this: Getting rid of all of those little fragments and having just one big surface on the inside will tend to make filleting work better. So to do that will require doing a kind of low level surgery on the object. To start with select all those inside faces, then use Edit/Separate to break them off from the main ring, then use Select/Invert and Edit/Hide to hide the rest of the ring. That will leave you with this: Select just one edge from that object, like this: Then do Select/Select All (or Ctrl+A) to select all edge curves like this: Use Ctrl+C to copy those curves to the clipboard. Now select just one surface, then do Invert (it is handy to have this hooked up to a keyboard shortcut like I), then delete everything else, leaving just one piece: Select all the edges of this piece (click on 1 and then use Ctrl+A): Push Delete to untrim the surface and recover the full underlying surface: Now push Ctrl+V to paste back in those curves we copied with Ctrl+C previously, that will look like this: Go through and select the pieces you don't want to keep: And then delete those. Now select the surface: Then run Edit/Trim, and select those curves as the cutting objects: Discard the top and bottom pieces, leaving you with this: Select the surface, do Invert, then delete all the cutting curves. Now you have a fully simplified center surface with no extra edges on it, you can now show the rest of the ring, join this new center piece with the other part, and now the edges along that center piece can be filleted successfully, to fillet just those edges you can select that center surface before running fillet, that will fillet all the edges that belong to that surface. However, there are still some fillet problems that prevent the whole ring from being filleted still, I think that there will need to be some similar reconstruction to some other parts to get rid of some other unnecessary edges in the model first before it whole thing will be possible to be filleted. Let me know once you have got the above part done and can fillet those edges connected to that inside surface (or if you have any problems finishing that stage), and then I can help you with the rest of the model some more. - Michael

 From: PaQ 19 Jun 2008  (5 of 19)
 1700.5 In reply to 1700.3 MMhhh a little bit too late on this one :)

 From: Michael Gibson 19 Jun 2008  (6 of 19)
 1700.6 In reply to 1700.4 And yeah as per other comments above, for the outside fillet parts it may be a good idea to do those fillets earlier before arraying. That may not work so well for the inside part, but with the instructions above for how to simplify the inside surface, that then seems to fillet ok after that is done. Actually also all these inside faces can be filleted ok as well: - Michael Attachments:

 From: Michael Gibson 19 Jun 2008  (7 of 19)
 1700.7 In reply to 1700.6 One last note - also it seems that a few edges in there did not get glued together right somehow. If you use Edit/Separate to break the whole ring into individual surfaces, then use Edit/Join to rejoin it back to a solid this seems to get fixed up and some edges that were giving problems are now working after that. So that may enable filleting of the whole model after that. But it looks like it is going to take quite an awful lot of memory to do all those little corner pieces, you may possibly run out of memory while it is working on it if you try to do the whole thing at once. So that kind of pre-filleted approach could really be the way to go here. - Michael

 From: telnoi 19 Jun 2008  (8 of 19)
 thank you all for your suggestions. I'll try to go through them one by one and see what works best for me. I'll probably post a video of how i constructed this later this evening or tomorrow, there just has to be an easier method to construct the entire ring :).

 From: telnoi 20 Jun 2008  (9 of 19)
 well, i've managed to clean it up partly and perform the boolean operation, but my pc crawls down to a halt when it's done. the patches don't even look that complex. I have attached the finished boolean operation of one section that will be itterated using a an array and the complete ring without the boolean operation applied. I'm not sure where to go from here, or if this could be improved? Attachments:

 From: Frenchy Pilou (PILOU) 20 Jun 2008  (10 of 19)
 1700.10 In reply to 1700.9 The array circular *14 works fine for me! Then join all maybe 5 minutes on my very old computer :) Here the file compressed of the result in 3dm format 3.2 meg http://www.divshare.com/download/4787409-ec2 Then export format 3Ds 14 000 polys (so few facettes but I take not more for my oldy comput) then import in Sketchup then Podium EDITED: 20 Jun 2008 by PILOU Attachments:

 From: telnoi 20 Jun 2008  (11 of 19)
 i'm trying, but I can hardly rotate the model when stuff hasn't even been joined yet :) I really hope that multi threading will be a part of moi's future.

 From: Frenchy Pilou (PILOU) 20 Jun 2008  (12 of 19)
 1700.12 In reply to 1700.11 Seems if you reload my model linked and joined, you will have no problem of rotation, I have not with my crazzy old one so...:) --- Pilou Is beautiful that please without concept! My Gallery

 From: manz 20 Jun 2008  (13 of 19)
 1700.13 In reply to 1700.11 Hi telnoi, >>i'm trying, but I can hardly rotate the model when stuff hasn't even been joined yet : There can be slowdowns due to graphics card, make sure you have the latest graphic drivers. You can also help with display speed by changing the settings in MoI: Options~ View~ Mesh Angle: increase for better performance (try 15 or 20), you can also disable the "Add detail to inflections". - manz

 From: telnoi 20 Jun 2008  (14 of 19)
 then I wonder what the difference is between your joined grid array and mine. Even reloading doesn't seem to help :) Attachments:

 From: telnoi 20 Jun 2008  (15 of 19)
 @ manz, the strange thing is that I can load the finished model that has been posted here perfectly fine. However, when I join my model in my previous post and reload it everything becomes horribly slow. The model seems to be the same in this case.. I've been messing around with the view options, and do have it running fast enough. Still, the above is somewhat strange.

 From: WillBellJr 14 Jul 2008  (16 of 19)
 "Mesh Angle: increase for better performance (try 15 or 20), you can also disable the "Add detail to inflections". As manz mentioned, turning off the "Add details to inflections" really helps with any display slow down - saved my bacon just last week (on a relatively simple model too.) -Will