# Bevel (rounded edges) boxes?

Is there a way to make box geometries have rounded edges like in this pic:

yes there it

use any 3d modeling softwareâ€¦create a box, bevel itâ€™s edges 1 division and then export. Import it is jME like any other model.

There you have it. :roll:

But wouldnt the bevels resize along with the size of the box? Like a big box has a big edge while a small box has a very small edge, I want the size of the bevel be the same on every object :?

Then write your own beveled box.

Should not be too hard

Yeah Im kinda new to this, any directions on what to study etc?

Just take a sheet of paper and a pencil and draw the coordinates and everything. This will cost you about 10mins of thinking and 15min of implementing and youâ€™re done

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Thanks, god I love how fast this forum works.

Ill look into it

Well, those maths are pretty basic so I guess that wont be a problem, I just dont know where to start with something like this. Must I simply recreate the Box class so it meets my preferences? And if that is the case what part the Box class manages the edges?

I really just need to know where to start

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raven5887 said:
But wouldnt the bevels resize along with the size of the box? Like a big box has a big edge while a small box has a very small edge, I want the size of the bevel be the same on every object :?

Edge is a line. A line that connects two vertex.
Now the thing that you are referring as 'big edge' is not an edge.

Dont try to go on recreating something from Box Class. Cause the 'Box class' is actually a 'Cube Class'.According to the definition of cube , "In geometry, a cube is a three-dimensional solid object bounded by six square faces, facets or sides, with three meeting at each vertex."

So, you can't create a 'beveled box' from 'cube(Box) class', unless you perform some geometry level operation. Implementing this can be a little hard for you.

So, you are left with only 2 options,
1. What I said in the first post.
2. Read the tutorial of custom mesh, and try to create your beveled box vertex by vertex. (this will be fun exercise :) )
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