In constructing the outer surface of a helmet, I’m attempting to use BlendEdge to combine the 3 main surfaces making up the shell with at least G1 continuity. The result is an erratic, failed surface which I haven’t been able to remedy, even after rebuilding the geometry. Is this an unsuitable function for this sort of geometry (is the ‘curvature-continuous’ dependency making this fail in some way)?
I’ve already tried combining these three surfaces by offsetting them, and then using either BlendSrf or 2-rail sweep, and the results aren’t quite clean enough to justify using as a final product. Any alternate suggestions on how to smoothly combine these surfaces are appreciated! Thanks.!
FOAM BLANK RCE 016.3dm (15.3 MB)