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Fillet does not work as it should

Fillet does not work as it should

Fillet makes unequal rounding
I'm struggling with this putting extra points to the line from the corner to the next point were equal, but it's certainly awful!
When modeling a pipeline, this takes a lot of extra time.
Can you make the rounds uniform?

11 Comments
RGhost77
Advisor

It seems it is fixed in max 2018 (2018.3).

Anonymous
Not applicable

FilletBag.JPG
No fix in 2018.3

Anonymous
Not applicable

Test for Fillet

https://yadi.sk/d/2DgwP_DX3PqPze

 

I just drew straight linesFilletBag_02.JPG
Then I applied the fillet and here is the result

Anonymous
Not applicable

I found that one point I did not have a Corner, - Bezier.
and so it happened. If i fix it on Corner then everything is ok.

 

but the point was with absolutely straight lines at 90 degrees. Just her type was replaced by bezier automatically. I drew with the key Shift. You can make a check for this condition so that this does not happen.

RGhost77
Advisor

@Anonymous Yep, you right... still not fixed. I was mistaken because wrong scale of my scene.

michael_spaw
Autodesk

This sounds like a defect. Please log it and ill have the team take a look.

 

 

Michael Spaw

3ds Max, Product Owner/Designer

Media and Entertainment Division

Anonymous
Not applicable

I am very glad that you will correct this, I am sure this will please many people!

I have one more thought that can be improved.
I do a lot of models and often I have to, for example, weld vertices. Once I've added a value of 100 to it, and now every time I call a window to weld the vertices it always costs 100 and I have to change it to 1 (I need a value of 1, since 100 is too much).
Probably there should be a last value, but for some reason it does not work for me, and there it always costs 100.
And doing it every time is tedious.
Can I somehow set the default value that I want in these windows? For example, how is this done in Cinema 4d and Maya?

 

A similar technique can be applied to other objects, for example, I as a modeler when I create a plate always do a superfluous operation - I remove the number of segments from 4x4 to 1x1, when I create a cube I remove segments up to 1x1, etc.

Weld_03.jpg

michael_spaw
Autodesk

Please list this as a new idea as Im going to archive this thread. Its important to list one item per idea only so voters can understand what they are voting for.

 

Thanks so much!

 

Michael Spaw

3ds Max, Product Owner/Designer

Media and Entertainment Division

 

Anonymous
Not applicable

and there is also one very good idea for you, which I really liked in the soft.
When working with a model, I want to click just one button to see (edit) the material with which I work. Now you have to press M, then select a cell, then take the pipette, then click on it on the object.
It takes a lot of time, it's better if you can immediately edit the material of the object that is selected.

electrotoast_old
Community Manager
Status changed to: Archived

Archiving as a defect. Please log the the additional ideas listed earlier as separate ideas in order to make sure they're captured properly.

michael_spaw
Autodesk

This is “by design”. The only “valid” vertices for the Fillet/Chamfer are a Corner & a Bezier Corner.

User is sugesting that some vertices were switched to Bezier “automatically” (in this case they became invalid vertices for the fillet-chamfer operation).

By default Max creates a Bezier verts when dragging a mouse during line creation. That’s what happened: user was not aware that he was dragging his mouse. This was the  reason why few vertices in the shape where created as a Bezier instead a Corner.

Solution:

Change the Bezier to Corner as a “Drag Type”.

 

Max Help:

“Only Corner vertices and Bezier Corner vertices are valid for fillet and chamfer functions. In addition, both segments connected by a Bezier Corner vertex must be linear rather than curved.”

 

I hope this will help.

 

 

Jan

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