Firstly, I have these two surfaces with a filleted edge inbetween. Both have some curvature to them in one direction at least.
Then, I am punching holes in that edge to create these teeth forms below. I create a separate object in an arry which over extends plenty, and then a nice easy boolean. I get there using a number of methods, from Flow, FlowAlongSrf or CageEdit, all with various guide surfaces of different kinds. The problem I come across is below - keeping the 'depth of this feature consistent, up to where the tooth form rounds off. I’m really hoping some of these sketches make sense, but certainly the file below will help.
These are the objects to subtract:
Subtracted, inside view:
So, I would explain the problem as how to deform this ’ L ’ shape with surfaces parallel to each stalk of the ’ L ', but whilst they both follow surfaces that have different and varying amounts of curvature.
I would be really interested to see how people do this. I’m just finding it’s not an operation that is easily repeatable, and has been a bit of a pain.
eg_deform.3dm (19.7 MB)
Does that make sense? So I’m asking sorta how to deform something based on a relationship between two surfaces. In my mind, this could be so doable with a CageEdit box, but imagine it with just being two faces of the box. I’m trying to make this precise to the 0.1mm if possible really! Just so that the features don’t fall off too much and look they have an uneven depth.