I’m looking for a way to continuously twist a brep along a curve. My current implementation approximates this by using the Pufferfish Twisted Box Curve component to build a series of twisted boxes, sectioning my original brep into matching base boxes, and using Box Morph to warp each section:
Base shape
Shape sectioned into pieces
Twisted boxes to create curve
Sections morphed to curve
…and by cranking up the section count I can approximate a curve. But it’s never a real curve, and it creates all sorts of side effects in my real application (where the shape is more complex).
Is there a better way to think about morphing a brep in a more complex way than twisted boxes?
twist-morph.gh (37.3 KB)