Fillet/Rounded corners issue.

Fillet/Rounded corners issue.

TOwens777
Advocate Advocate
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Message 1 of 86

Fillet/Rounded corners issue.

TOwens777
Advocate
Advocate

I am working on a guitar body.  It's a solid model with no t-splines.  I'm tryting to round the corners off (see attached.)

The Fillet function does not work stating the fillet cannot be created at the requested size (which happens to be any size.)

 

Is there another method I can use to round off these corners?

 

 

 

Thanks,

 

 

Tim

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Accepted solutions (1)
25,588 Views
85 Replies
Replies (85)
Message 2 of 86

Phil.E
Autodesk
Autodesk

Those edges should fillet. Couple things to look for:

1. When you select the edge for Fillet, does the preview go all the way around the body?

2. Are all the sketch splines/lines/arcs circles in your sketch tangent?

 

It may be that your model does not have tangency all the way around and the path for Fillet is stopping at some point. Sometimes this is a very very small edge. It really depends on your sketch.

 

Anyway, thanks for posting and good luck. Please let us know what you find.

 

Thanks,

 

 





Phil Eichmiller
Software Engineer
Quality Assurance
Autodesk, Inc.


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Message 3 of 86

innovatenate
Autodesk Support
Autodesk Support

When you created this body, did you create it with splines? If you edit that sketch and toggle the curvature comb (right click on the sketch entities and select Toggle Curvature Display), are the curvature combs smooth? It may help to go back and add smooth constraints between spline figures. 

 

This is just a guess, but if you can share a public link of the design, I'd be happy to take a closer look. Feel free to private message me the link if you don't want to share it publicly. 

 

Thanks,

 

 

 

 

 

 

 

 




Nathan Chandler
Principal Specialist
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Message 4 of 86

TOwens777
Advocate
Advocate

Thanks guys!

 

Phil,

 

1.)  No, when I select the edge the selection doesn't go all the way around.(see attached.)  This is good in one way in that the edges at top of the body do not need to be rouned as much or in some places (the neck joint) not at all.

 

2. ) I don't know if this is the case.  How do I check for tangency all the way around?

 

I didn't use any t-splines in the creation.  It's all solid modeling.

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Message 5 of 86

michallach81
Advisor
Advisor

For me it looks like Fusion can't figured out what to do at the ends, just try to imagine how your fillets may look like at ends... I would try to apply variable radius fillet with 0 fillets at ends and two points near them with any other fillets.


Michał Lach
Designer
co-author
projektowanieproduktow.wordpress.com

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Message 6 of 86

Phil.E
Autodesk
Autodesk

What is most likely happening is as designed.

 

When the edge for fillet doesn't go all the way around your body it's failing because Fusion cannot make the correct blend where it starts and stops.

 

A few things you could try:

1. Edit the sketch and apply tangent constraint to all the end points where lines/arcs/splines come together. This will allow the Modling fillet command to make a path all the way around.

Tangent_sketch_constraint_how_to.png

 

2. Or just try selecting all the lines/arcs/splines while making the Model: Fillet. There will be a crease where the sketch lines are not tangent. If you need the fillet to blend to zero, use a variable radius fillet with 0 as one of the end point values. See below.

 

Fillet_explained.png

 

Thanks,

 

 

 





Phil Eichmiller
Software Engineer
Quality Assurance
Autodesk, Inc.


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Message 7 of 86

TOwens777
Advocate
Advocate

Phil,  I tried your suggestion.  Everytime I try to add create a tangency I get the following error "Failed to solve.  Please try revising dimensions or constraints."

I don't have any constraints or any that are visible.

 

 

 

Thanks!

 

 

Tim

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Message 8 of 86

TrippyLighting
Consultant
Consultant
It may be best if you share your model. These things are hard to determine without looking at the very specifics.

EESignature

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Message 9 of 86

TOwens777
Advocate
Advocate

I'm still working (unsuccessfully) on a solution for this.  Sorry, I am not comfortable sharing my design. 

 

The issue I am running into is this.  I only want part of the perimiter to be filleted (see attached.)  The edge that connects to the neck must be straight and level.  I need to round the corners of both the top and the back.  The Fillet command seems to be the best option (easiest and fastest) for me but I can seem to figure out how to get it to work. I have been experimenting with creating a t-spline body to use as a cutting tool but that is proving to be very time consuming and difficult so  I thought I would give this another shot.

 

Any help would really be apprectiated!!

 

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Message 10 of 86

Phil.E
Autodesk
Autodesk

If you don't want to share in public, you can always email it to me at phil dot eichmiller at autodesk dot com.

 

It's very hard to tell from your screen shots. Can you make larger images? From what I can tell, you have added some "scalloped" scooped out sections on the top face near the neck mount. It appears that three edges are converging at a point.

 

Try adding more edges to the fillet. To do this, click on more edges when you do the Fillet. Do you have a reference image showing how you envision it to look when you are done?

 

edges_meet.png





Phil Eichmiller
Software Engineer
Quality Assurance
Autodesk, Inc.


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Message 11 of 86

TOwens777
Advocate
Advocate

Phil,

 

I tried it using all of edges I want to fillet but to no avail.  Here is a larger screen shot.  I zoomed in to make sure no edges were missed.

I can email the file if necessary.  Attached is my hand carved design that I am trying to reproduce.  

 

 

Thanks!

 

Tim

 

 

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Message 12 of 86

Phil.E
Autodesk
Autodesk

I think you should send me the model. phil dot eichmiller at autodesk dot com.

 

You are ambitious! (which is a good thing) But in this case, your hand made guitar represents a significant modeling challenge, for Fusion or any other 3D program. The blends you are trying to achieve are very complex. For simple solid model fillets, you are expecting a lot of things that may not happen.

 

If you were to succeed with your current model the shape of the underlying geometry needs to be "ready" for fillets. In the image below, the scoops in the top face look a lot different than those in your screenshots. I added crude arcs to show you the directions of the surface in your hand carved model. Also, I made the curves larger or smaller to show that any fillet on these edges would need to be a Variable Radius fillet. This really looks more like a job for Sculpt.

 

So if you can send the model I can provide more feedback. I'm not saying it's not able to be done with your existing model, but in this case, a Sculpt body is probably the best place to start. I'll try to show you how. I'm also hoping one of our community members can pitch in, I will admit that this would be a very challenging model for me to make in Sculpt.

 

Capture.PNG





Phil Eichmiller
Software Engineer
Quality Assurance
Autodesk, Inc.


Message 13 of 86

TrippyLighting
Consultant
Consultant

I know my suggestion is rather "unconventional" and may be perceived as cheating but...

 

The basic shape of this guitar is predestined to be modeled in Fusion 360 Sculpt mode.

I am fortunate in that I have some experience with Subdivision Surface modeling in Blender. I personally would download one of the guitar models from Blendswap and look in Blender at how these are modeled, what does the base mesh look like before the Subdiv modifier is applied ?

 

Because subdiv modeling and modeling with T-Splines in the Sculpt environment in F360 feels and behaves so similar you can draw direct parallels. Once the basic shape is done the Sculpt enfironment the model can be converted into a solid model within F360 and all the mechanical details such as the precise cavities for the pick-ups screw holes etc.can be added.

 

This Guitar would make a prime example to showcase Fusion 360 strength from industrial design to mechanical engineering to manufacturing.


EESignature

Message 14 of 86

TOwens777
Advocate
Advocate

Phil, 

 

I emailed you a copy of the model. 

 

Yeah, I sometimes get insanity and ambition confused.. 😉   I realize my hand carved design is very difficult.  It doesn't help that I have never before used a 3D software in my life. The differences in the model and the actual hand carved guitar is simply due to lack of ability/experience with Fusion.  For instance,  the only way I could figure out how to do the top cutaways (scoops) was to extrude that shape, round off the bottom with a large fillet and then combine it with the top as a cutting tool.  I'm sure sculpt would be much more suited but I'm a total beginner and need more practice I think. I actually started there (sculpt) and quickly realized I needed way more practice to get the shapes I wanted. 

 

Do you guys think I would be better off watching a bunch of sculpt videos and tutorias and then starting over with the body in sculpt?  I'm sure if you think it would be difficult for you I'll probably have no hair left.

 

Is it possible to covert the solid body to t-splines so I don't have to start over?

 

 

TrippyLighting,  can the Blender models be imported into Fusion?  I'd like to take a look at them but I have no experience with Blender.

Message 15 of 86

Phil.E
Autodesk
Autodesk

I didn't mean to scare you. 🙂

 

I'm not as proficient in Sculpt as I'd like to be, but that is only because I tend to test the parametric features. I was only trying to underline the point that the shape you want is not simple.

 

I'm sure Fusion can handle these shapes, so I'm also sort of goading the Sculpt users to help you out. Ironically, my next project is a guitar, so if you have patience I'll post some results in a week or two after I get some time for workflow modeling like this.

 

I do have an amp for you. It has all the controls you ever need. 🙂

 

 I'll have a look at the model tomorrow morning. Thanks for sending it.

 

Better badge.png





Phil Eichmiller
Software Engineer
Quality Assurance
Autodesk, Inc.


Message 16 of 86

TOwens777
Advocate
Advocate

Sounds good!  That amp is flipping awsome!!!  Love the knobs!!  Maybe I should stick with hand carving?  🙂

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Message 17 of 86

Anonymous
Not applicable

I'm not super great in the Sculpt environment, but wanted to just mention an interesting approach using the two rail sweep (used the one in Patch environment), with the Stretch option for the sweep.  In the pic below, the two rails remain at the same elevation (despite the optical illusion that they are not), yet they separate from each other in horizontal direction, hence the horizontal stretching of the sweep profile.

a1.jpg

 

I guess I would probably add a patch surface in the Patch environment for the top and bottom of the guitar, before then converting the surface to a Tspline mesh, but just quickly did a conversion of the sweep surface for sake of illustration.

a2.jpg

 

One thing I noticed is the profile for the two rail sweep needs to be at the end of the chosen path curve (but not necessary for the guide rail curve).  

 

Just lots of approaches for modeling!

 

Jesse

Message 18 of 86

Anonymous
Not applicable

Hi, one approach for quite complex shapes like this that you've already created physically, if you have a CNC machine (which if you want to machine this you need anyway), is with a height probe mounted on it you can create/scan a dense 3D mesh of your guitar body, then there are ways to create a quality Tspline mesh from that which can be modified if desired, and CNC toolpaths created. 

Just a thought 🙂

Jesse

Message 19 of 86

TOwens777
Advocate
Advocate

Jesse,  I really like this idea.  I just purchased a new CNC router a few months ago.  I was not aware that you could purchase a touch probe for digitizing directly on the machine. Thanks!  I will look into that. 

 

I still want to master 3D modling. I doubt I want to cut any new designs by hand.  It's too slow and difficult to make changes.

 

Message 20 of 86

Anonymous
Not applicable

Well however you go about it, you're sure skilled designing awesome guitars!

 

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