I was actually able to fix this up by shrinking the underlying surface right up to the trim boundaries when doing the meshing, this makes all those pieces have a consistent structure and that particular filleted box is now all regular quads along those edges. Having the underlying surface larger was affecting the meshing, because part of the meshing involves subdividing the surface, in addition to breaking up the edges. I explored it a little bit to see why, and it turns out that those fillet corners have underlying surfaces that are slightly larger than the edge boundary, they have trim curves on them that trim them back to the piece that you see. That's certainly not an unreasonable impression. > same number of points since they were derived from a fillet with a fixed radius. I was under the impression that the edges would have the Anytime there is an irregular number of points that need to be connected up to each other you will see them. I should have the next beta ready tomorrow, so you'll be able to try it yourself! You can expect to see a lot of triangles in trimmed areas (like with booleans) though. have you tried exporting a slightly more complex shape? maybe a But at least this is a significant step towards far more clean and workable output than before. I'm not sure that it is ever going to be 100% there. It is very difficult to get an automatic meshing that does things as intelligently as a person would doing it by hand. It will probably be quite a while before I'll be able to work on improving that though. Maybe in future versions it will be possible to improve this by trying harder to get the same number of points generated along all of those edges. There just isn't any way to connect 9 to 8 using only quads. If you count the vertices along that fillet edge, there are 9 points along one side, and only 8 points along the other side. > The only problems i see are with the fillet box edges highlighted in Hi Skello, thank you for trying it with XSI.
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