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Bevel rounding problem

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hey, im kind of new to the Cinema 4D, and i cant fix this problem. Im making a very simple cupboard, which needs to be rounded on the sides/edges, but i keep getting into some problems, here are some videos of problems:
https://gyazo.com/3be60132babea993bac589cf5c606fe4 - either it just everytime makes up spikes at random spots each time - https://gyazo.com/f5eafb72be0b88f67f1d392443db952f 

or this happens: https://gyazo.com/17c3e107bcabe56e207046d189a3cb43 <- this is how it should work, dont mind only 2 edges selected, that is just for the point of this
and these two edges are right above those from the previous link ->https://gyazo.com/c0bbca926f4846214982e14c71938abc ..  Ive tried the optimize button several times, several time removing the edge/point and making a new one with bridge, nothing works. Id be thankful for some fix. I am also attaching the file, if its needed.

cupboard.c4d

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Almost in all of cases like that is problem with geometry. Try to first mesh checker, look for bad mesh components or use optimize with higher value for check. Bevel can not work correctly on edge which is common for more than two polygons (bad mesh)

Not currently at my pc, if you don´t resolve that until afternoon, I´ll check your file when arrive from work...
 

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Yes this is not a bug at all, it is user error, so I've moved this post to the correct section.

You don't appear to be aware of some basic poly modelling rules...

 

Currently you have intersecting geometry within the same mesh, which will break (the look of) any bevel that is applied to either part, and you have an additional loop of error polygons on the backside as flagged by Mesh Checker below...

 

image.thumb.png.f353d11023febd6001833da8ae129b74.png

 

It's also way unnecessarily dense in terms of topology for the simple forms you are trying to describe, which can also negatively affect a bevel by seriously restricting the amount of that which can go on without introducing further intersection itself (even with Limit ticked). So my advice here is model this object again, but with only the polygons it actually needs  to describe the form and no intersections !

 

This is the sort of topology density you need if you are building things in the same sections as they are built in the real world, which is usually the preferable approach...

 

image.thumb.png.f300a239756f6c55763ed59ca3bb374d.pngimage.thumb.png.45a16b3cff7921d3aec3f729045b305e.png 

 

In that case I have split out the inner shelves to separate objects so they (presumably) reflect what is happening in the real-world equivalent, and then I have adjusted the distances and accuracy of those parts so that there is no intersection if you did need to make these a single mesh for some reason. Having said that, if you absolutely did need this to be a single contiguous mesh, then you would be better to model them into the mainframe from the start.

 

CBR

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  • Okay, Ive done this wardrobe like you have shown on the last picture, worked nicely thanks! Even the bevel works now 😁

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