How to fatten isocurves and edge loops as part of the brep?

Hi all,

I’ve never modelled this kind of geometry before so I’m just looking for some input on how to approach thinking about the problem.

I know there are commands such as ExtractIsocurve and ExtractEdge which can be used with SelectionFilterEdges to get the loops on a mesh. But what if I want to fatten/bevel those things as part of a brep?

The result I want is similar to the image below, except the red lines would be edges or isocurves on a mesh, and I want to maintain that they are part of that original Mesh or Polysurface geometry, and not piped as a separate element.

The way I have modelled it currently looks like this - the purple parts should line up with the beveled edges which are part of the original mesh, and also the red line/pipe should be part of the bigger geometry:

I’ve attached my file here.
tester 123454566.3dm (1.2 MB)

Would appreciate any input. Thank you!

Hi Andrea - not 100% sure I understand what you are after here but this might be something, possibly, on the right track - the edge curves are duplicated (DupBorder) with Histort enabled, and in one case new pipe surfaces are created from them also with History on, and the other, CurvePiping is added (Object properties). So they are ‘attached’ but not really part of, the inputs.

tester 123454566_Pipe.3dm (5.8 MB)

-Pascal

Hi! I think maybe I explained it poorly. Maybe this will help:

Say the original “curve” I got from the 3D object is the triangle. The result I want is this kind of extruded/wireframe-esque type thing, but I want it to be part of the original object:

I don’t want to do a whole exoskeleton based off of mesh edges, since it may “peel off” of the original form at some point, instead of directly following it entirely. For example, I may want the purple surfaces to align with the red curve (piped above), and to be part of the white object.