fillet_edges
Round sharp edges on any solid—including boolean results—to create realistic machined parts. Optionally fillet only short edges using a max length filter.
Instructions
Round the edges of ANY solid — the cheapest large gain in realism.
Real machined parts have a radius on essentially every edge. Geometry
built from primitives and booleans reads as obviously synthetic
precisely because everything meets at a sharp corner, so filleting is
usually the single highest-impact finishing step on a part.
Unlike the `fillet` tool (which works on a PartDesign feature inside a
Body), this works on any solid, including boolean results.
Omit `edges` to fillet every edge. Use `max_edge_length` to round only
small detail edges (bosses, ribs, pocket corners) while leaving long
structural edges sharp — usually what you want on a large part.
A radius bigger than the local geometry allows makes the operation fail
rather than silently filleting a subset; reduce the radius or select
fewer edges.
IMPORTANT — fillet parts BEFORE fusing them, not after. Filleting every
edge of a large fused assembly usually fails: the fusion creates many
short, awkward edges where components meet, and one unfilletable edge
rejects the whole operation. Rounding each component while it is still
a simple solid succeeds far more often and gives the same result. If a
fillet on a fused body is refused, that is the first thing to change.
Args:
doc_name: The document.
name: Name for the resulting filleted object.
base: Name of the solid whose edges to round.
radius: Fillet radius in mm.
edges: Optional 1-based edge indices. Omit to fillet all edges.
max_edge_length: Optional filter — only fillet edges no longer than this.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| base | Yes | ||
| name | Yes | ||
| edges | No | ||
| radius | Yes | ||
| doc_name | Yes | ||
| max_edge_length | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |