I tried your example and it showed the multiple solids error. I think nested geometry in pocket always results in multiple solids. It must first work as pocket to be able to use the rectangle trick I think.
another useful info, thank you
I tried your example and it showed the multiple solids error. I think nested geometry in pocket always results in multiple solids. It must first work as pocket to be able to use the rectangle trick I think.
another useful info, thank you
That's not the cause. If you limit the depth so that it does not go through all, then the pocket works while it doesn't with an additional outer rectangle.
If I understood correctly it was more of an example where inverse pocket/common could be used. Leave everything betwhhen the circles and remove everytning else. and in that case just adding extra big rectangle will not work because this gives 3 contours and what is inside and what outside is not determined properly.
Thnx, i could reproduce it now, so it seems like a bug in pocket function. This will probably be fixed sometime, but i will still want our PartDesign common function .
PartDesign common is a sensible extension as ickby pointed out in the topic linked above. Check the tracker if a corresponding feature request exists, and if not you may create one and crossreference it to this and the old topic.
Even with 3 nested shapes (like our example, rectangle included) it still remains a single solid, even more if pocket is not 100% depth, that's why I said it is a bug. It should start from outside and count object, empty, object, empty and so on trough the nested shapes to the center, but it only works up to 2 levels. Maybe not a bug, but a limitation of pocket tool, and maybe it will be improved in the future.