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New Custom Feature: Selection Fillet
Evan_Reese Member Posts: 1,769 PRO
edited July 2020 in FeatureScript
Selection Fillet takes a lot of inspiration from the "Create selection" tool already built into Onshape. The idea is to add that selection logic (and more) and make that selection logic update with the model. I'm able to make my models all really robust to change with the exception of tiny finishing fillets I add (usually for injection molding). This tool is trying to solve that issue. I recorded a quick video showing how it works. You can watch that demo here and add the feature to your toolbar here. Let me know what you think!
Evan Reese / Principal and Industrial Designer with Ovyl
sounds very cool.
The video is not launching; what app do I need?
This is truly great! What a helpful feature. I really like the algorithmic approach to building selections...I have many many "working" bodies in my models where "apply a fillet to every convex edge of this body except this face" is the perfect way to approach the fillet selections, and is something I redo the selections on OVER and OVER as the design evolves. I can see this saving so much time...
Really nice work.
Anyway, pretty awesome feature - well done!
I like the idea of doing it with attributes and have read a few threads (with you in them) about doing that. I'll have to think more about whether that makes any more sense than just writing it per featurescript with a single use-case in mind. The selection criteria for a Selection Move face would probably be different enough to warrant a different selection UI (would have qCapEntities, but no edge options, for example). Also, the way I've done this one, even face selections get converted to edge selections as they are made so the queries can combine correctly, which wouldn't work for something like Move Face.
I'd be curious to hear other people's thoughts on this. Would it be preferable to:
Option 1 would be easier to develop, but it would leave it up to the user to make selections that are compatible with the intended feature type. Option 1 would also make it easy to quickly switch between fillets and chamfers. I don't do this often, but it's a nice-to-have.
Option 2 is likely a better user experience since everything is in one interface and doesn't require multiple features. You can customize the selection filters/interface per feature. But it's more development time up front. Plus any bug fixes to the selection algorithm would need to be repeated over each separate FS.
I'm definitely leaning toward option 2 for now. I'm in less of a rush to get any of these other ideas actually done (if at all) can be worked out in this feature first anyway.
@Evan_Reese this is great idea and I just voted it up.
My mind is spinning trying to figure out all the parametric created selections I'd want.
The one selection that keeps popping up in my head is all edges normal to a plane within a tolerance.
Pick the bottom face of the pocket and ask for all edges normal to within 20 degrees. This common selection in the world of injection molding can be time consuming. Not the 4 edges above, but on a real part where there are 100's.
You have an interesting concept.
When working on the feature I listed all of my functionality and labeled it either "MVP", "Beta", or "Icing" and tolerance ones made it on the icing list. I was thinking parallel within tolerance, but I like your idea of "normal" within tolerance, so you can just pick a plane that defines your pull direction.
I also want to explore how to add tolerance to "Matching". I've mocked it up, but the best I've got is to compare the length, radius, and curveType, which works for lines and arcs, but could produce funny results with a spline or ellipse if two different ones just happened to be similar in length. I need to think more, and fiddle more on it.
I added a "direction" input to the body selection and it has an angular tolerance. Does that do what you need? One unintuitive thing about it is that edges of drafted faces are actually angled more than the draft angle because they are the result of two intersecting draft faces. So if you use 3° draft everywhere, your tolerance will have to be a bit higher to find those edges.
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Overall this is still one of the most essential custom features. I would be so happy if this kind of logic was built in...