Actually, the word 'fillet' applies to a special case. When two surfaces come together with a sharp edge, you can put a fillet on that. In my work, I don't do that much. This model was built from the inside out, the "things" on the inside are determined by their functions. But these things are only the inside surfaces. What I have to do is add wall thickness. But the walls overlap and the surface of one doesn't neatly fit the surface of the thing next to it. So what I have to do is to build a bridge between the surfaces, which is quite a different sort of a problem from a 'fillet'. There is no way to write an algorithm to handle problems like this, for every problem is unique. What I start with -- several surfaces that don't seem to relate in any way to one another -- looks like a mess, and I don't have any clear vision of what this should look like. But I have techniques for approaching these problems. Obviously, they work; but as I said, the time required can be great. I think it would be helpful if I could put together a video of the general rules that I follow, but that probably won't happen, as I don't know how to do that and I don't have time for it. But I can give you some clues. You can start by drawing on the surfaces in 3D mode. Slowly, the lines that I draw begin to show me how I must trim the surfaces. The first step, then, is to 'see' what needs to be done. Then, these lines that I drew are not really on the surfaces; the points selected are on the surface, but those points are far apart and the line is not on the surface between the points. Also, the lines are not fair. So I use them only as a guide. I then draw a 2D curve that more or less corresponds to the rough curve, but it is fair and precise in certain ways; you can do this in 2D, but it is impossible to do this in 3D, directly. I project those 2D curves onto the surfaces and then I have curves that fit the surfaces, are fair, and I use those projected curves to trim the surfaces. Now I have well-formed gaps between the surfaces. I use 'Blend' to connect them, but this is only the starting point. 'Blend' is beautiful at connecting surfaces, but it only works with two, and only between two edges. This usually results in a bunch of 'fillets' that don't fit together very well. That's okay. Using 'Construct', 'Curve', Iso, I make cross-sections on those blends; as many as I think I need. (Sometimes, 'Iso' won't give me what I want, so I 'Project' a line onto the blend.) Now, I delete all those blends, except in certain cases where one is good. The next step is to use 'Network'. This is another great tool, but it doesn't take into account surface contours. What 'Network' does is use four edges, where 'Blend' only uses two. So the trick is to use 'Blend' and 'Network' together; each makes up for the limitation of the other. So my method depends in large part on 'Project', 'Blend', and 'Network'. There are many tricks that one picks up and these are necessary to deal with the infinite variations of complex geometry that come up, but those three tools are the keys to the kingdom.
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