Take a situation like this, where a very basic 3D form was constructed through a quick-and-dirty “sketching” process of running boolean intersections/differences on various solids, trimming away some garbage, and then joining everything together into a nice watertight closed solid polysurface (checked: no naked edges).
Running a FilletEdge on certain areas clearly “fails” in that it sort of rebreaks the entire solid, and it only fillets two surfaces together. The top and bottom surfaces are left untouched, and there are 2 clear gaps now at the top and bottom.
I get an intuitive sense at this point of why this is probably not working as I want it to (because of the steps I took to get here), but nevertheless, if my goal is to just generate fast concepts — and you hit a moment like this where you want a nice rounded filleted edge… what do you do? What’s the easiest / most effective thing to do?