Bevel tool produces unwanted distortion with "skewed" meshes #33906
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%%%--- Operating System, Graphics card ---
WinXP SP3, 32bit, NV GeForce GTS 450
r53873, don't remember if it worked properly because the tool is almost new
Bevel with Segments more than 1 (so it's rounded) produces very noticeable distortions of the source flat surfaces. Saying simpler: what was flat becomes "not flat" but intended to be flat.
From the view in my .blend (Front Ortho) it becomes visible how it makes an undesirable "arc" in X direction.
This doesn't happens with a simple cube like forms or any meshes where adjacent faces forms 90 degree angle.
P.S. It's not crucial when you're making some organic forms or really "freestyle" designs without thinking of some precision. But for making some "flat" vehicles for games (as an example) it becomes a "time eater". Currently I use round_bevel script for this job but it's buggy, leaves some new unwanted faces and crashes sometimes. BUT it's bevel works perfectly in such cases. So maybe it can be a clue for this...
Thanks for you work, guys! :)%%%
Changed status to: 'Open'
%%%Thanks, I see the problem. Will work on a fix, but not immediately (something else on the top of my things-to-work on in fixing bevel).
%%%
%%%Fixed in svn, r54231.%%%
Changed status from 'Open' to: 'Resolved'
%%%Hi, Howard!
Thank you! Now it works in simple cases.
I think maybe you know about another problem but for some case I'm attaching the new file.
Bevel_distorts_Mesh_2.blend
There if you'll bevel selected loops it will give distorted surfaces and wrong forms of circles (bevel shape).
I thought about the design...
Check approach_thought1.blend
When you scale points "B" and "C" about the Cursor they "prove" the flatness of the "formed" faces around point "A".
So there is the angle "A-Cursor-B" - these edges form the triangle (at least virtually). And there is the virtual angle "D"="LocalZAxis-Cursor-B"
If we'll set the Cursor to "A" so it will be the Cursor now and there will be the new "A", "B" and "C" (adjacent points). So here will be new "D"="D2"
And obviously if it's equal to D than the face is planar. By the same approach can be checked the face on another side of the edge to be beveled.
The idea is that bevel components here can be flattened (or projected probably) on these faces if they (faces) are flat.
I'm not a math-pro (surely) but I suppose that for other issues like non-round arcs this probably requires some functions to calculate tangency of the future "slices".
Sorry if I give some not smart advices but these are just my ideas.%%%
%%%P.S. Sorry for bothering you...
Just in a case that maybe you didn't seen this (I can't be 100% sure you did):
https://github.com/Obijuan/obiscad
There is the Bevel module. I've looked into it but didn't understood a lot :D There is some code (not a lot). Maybe you'll get some ideas looking into it.%%%