docs / features / Delete Face

Delete Face

Delete Face feature dialog

Status: Implemented

Delete Face removes one or more transition faces — a chamfer, a constant-radius fillet, or any simple four-sided transition face — and heals the hole by extending and re-intersecting the immediate neighbouring faces. It is the way to undo a blend that is baked into imported geometry, where no fillet feature exists to edit.

It also removes a whole feature. Select every face of one — a hole drilled clean through a body (its bore cylinder), a blind pocket (its walls and its floor), or a boss (its wall and its top) — and the feature is un-cut: those faces go, the opening they made in the face they were sunk through closes back over, and the body returns to what it was before. That heal is a cap, not a re-intersection, because a pocket's floor and the face around its mouth were never meant to meet.

The two heals are told apart by the selection's own shape, not by a mode: a selection whose free boundary is a whole hole loop of some other face is a patch and gets capped; anything else is a transition strip and gets re-intersected.

The wall a hole was drilled through does not have to be flat. A hole through a curved or free-form wall — a lofted or swept side, a pipe bend's tube, a face that arrived as a B-spline from an imported STEP file — is un-cut exactly the way one through a flat plate is: the faces go, the openings close back over, and the body returns to the volume it had before the hole was made, with the wall's own surface untouched. Nothing is refitted and nothing is approximated, so the restored body is the original body and not a rebuilt likeness of it.

A feature's opening does not always leave a hole loop to drop. When a hole's mouth is tangent to the boundary of the face it opens through — a bore that just touches the setback of a fillet on the same face, say — the mouth pinches that face and the body carries it as two faces meeting at the tangency points. Deleting the wall closes the mouth by rejoining those two faces into the one they were before it pinched them; the first of them (in the body's own face order) keeps its name, and nothing else about either face changes.

A deleted selection can also be a band that runs right across a body. Mirror a part and union the image back on so the two copies overlap, and each copy's corner round meets its twin in a groove — over the top of the part and down its side. Select the groove and the faces either side of it are not two different faces to re-intersect: they are the same plane, or the same round, arrived at from the two copies. So the groove is not re-intersected but bridged. Wherever the band crossed an edge those two faces still share — a fillet's setback line, a round's tangent line — that edge is put back across the band, and with it the two halves close into the one face they are. Nothing is approximated: every bridge is an edge the body already had, continued.

A whole corner round is one question too. Round the three edges that meet at a box corner and the fillet leaves four faces: three cylindrical strips and the sphere the rolling ball leaves between them. Select all four and the corner comes back sharp. It cannot be done a face at a time — a single strip's two walls re-intersect in the box's own sharp edge, which passes the corner sphere without ever meeting it, so what would bound the sphere once one of its three neighbours went is not something the model says. Taken together the answer is exact: each strip's two walls re-intersect into its recovered sharp edge, the face the strip ran out into clips one end, and the other end is where that edge meets the corner's third wall. All three edges must name the same point, and that is what is checked before anything is changed.

A whole fillet network is the same question at any size. Fillet the edges round the foot of a rib or gusset, or the four edges of a box's top face, and the fillet leaves strips that end on other strips — at a corner sphere, or mitred into the next strip where two rounds meet over a sharp edge. Select every face that fillet left and the sharp edges come back. Each strip is read off the two faces it is tangent to — its walls — and becomes the sharp edge where those walls meet. Every place strips end together (a corner sphere, a mitre, a strip's end on the face it runs into) shrinks to one vertex: the point where every face that meets there intersects, which all of them have to contain before anything is changed. That includes a box with every edge rounded: select all twenty faces the fillet left — twelve strips and eight corner spheres — and the sharp box comes back, its six sides keeping their names, even though each side is bounded by rounds and nothing else.

A selection can be both. Pick four counterbored holes and the block's corner rounds in one go and the selection is neither kind as a whole — the fillets leave part of the top face's outer boundary standing, so the set is not one patch. So it is split where it is already split — into groups of selected faces that touch each other along an edge — and each group is healed the way its own shape asks for: the holes cap, the fillets re-intersect. The caps go first, because a cap moves nothing and a re-intersection rebuilds its neighbours.

Walkthrough

Delete Face walkthrough

Inputs

Behaviour

Limitations

Where to find it

Offered in the Modeling and All workbenches. Type code DF. The context bar offers it whenever at least one face is selected.