I have an SVG outline of a butterfly which I imported into Fusion 360 and extruded, now I want to fillet the extruded shape.
Some of the edges will let me fillet them, e.g.
But other edges generate an error if I try to fillet them, e.g.
Why do some of the edges allow me to add a fillet and others not?
(Exported file attached.)
Thank you
Solved! Go to Solution.
I have an SVG outline of a butterfly which I imported into Fusion 360 and extruded, now I want to fillet the extruded shape.
Some of the edges will let me fillet them, e.g.
But other edges generate an error if I try to fillet them, e.g.
Why do some of the edges allow me to add a fillet and others not?
(Exported file attached.)
Thank you
Solved! Go to Solution.
Solved by mavigogun. Go to Solution.
It is fairly common for imported SVG or DXF files to create this problem.
The sketch objects, lines, arcs etc. are near tangent and that creates a condition that won't allow you to fillet.
The best advice I hav at the moment is to re-trace the SVG with the native sketch tools in Fusion 360.
It is fairly common for imported SVG or DXF files to create this problem.
The sketch objects, lines, arcs etc. are near tangent and that creates a condition that won't allow you to fillet.
The best advice I hav at the moment is to re-trace the SVG with the native sketch tools in Fusion 360.
Hi Peter,
Thank you for the explanation - I understand this means that the mathematical representation of an SVG imported into Fusion 360 can result in edges that are sharply curved, and it is not possible to fillet these edges because the fillet would collide with itself, as the fillet is essentially perpendicular to all parts of the edge. However if I use the native sketch tool then this will result in a more balanced representation of the shape with edges split up more evenly, resulting in more rounded curves which can then be filleted.
This really seems to limit the usefulness of the SVG import capability :-(.
Is there any way I can convert the imported and extruded SVG shape into a t-spline based object, to make it easier to work with?
Edward
Hi Peter,
Thank you for the explanation - I understand this means that the mathematical representation of an SVG imported into Fusion 360 can result in edges that are sharply curved, and it is not possible to fillet these edges because the fillet would collide with itself, as the fillet is essentially perpendicular to all parts of the edge. However if I use the native sketch tool then this will result in a more balanced representation of the shape with edges split up more evenly, resulting in more rounded curves which can then be filleted.
This really seems to limit the usefulness of the SVG import capability :-(.
Is there any way I can convert the imported and extruded SVG shape into a t-spline based object, to make it easier to work with?
Edward
Duplicate Post.
T-Splines are not the magic bullet you'd hoped- going that rout will make Peter's sound advice to re-Sketch seem quick to the Hellscape awaiting in the Sculpt Workspace. I though you might be able to Offset the Sketch loop, Loft one to the other- but Fusion crashed when I attempted to move that hot mess. So, I projected to another Sketch, Patched each Profile, Patch Lofted- but wouldn't allow for Tangency. I thought there was an off chance Smoothing the Edge of a Mesh might work, so I converted it to a Mesh- but no love there, either.
I say, take Pete's advice.
T-Splines are not the magic bullet you'd hoped- going that rout will make Peter's sound advice to re-Sketch seem quick to the Hellscape awaiting in the Sculpt Workspace. I though you might be able to Offset the Sketch loop, Loft one to the other- but Fusion crashed when I attempted to move that hot mess. So, I projected to another Sketch, Patched each Profile, Patch Lofted- but wouldn't allow for Tangency. I thought there was an off chance Smoothing the Edge of a Mesh might work, so I converted it to a Mesh- but no love there, either.
I say, take Pete's advice.
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