Creating smooth meshes from pipes, like tsPipe had in T-Splines?

Thanks so much. we are developing a series of conponents about voxel. That is a good enlightenment!

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Hi @DanielPiker
I have started playing around with the released skeleton fattener gh component and I love it!
it seems though that the ability to distinguish between curves and surfaces as per the screenshot above didn’t make it in the final plug-in.
Any hard reason for this?
would be very helful!!
Greetings from Berlin,


Hi Giovanni,
Good to hear that. It takes lines, polylines and quad mesh faces, not surfaces.

:man_facepalming:! Of course!
Thanks a lot for the answer Daniel!

There is another method for skeletonization that seems more straight forward when using spectral analysis which means computing laplace beltrami operator of the mesh:


Really useful, thanks so much!

hello Daniel,
just found this tread, very interesting!
I downloaded your examples but I cannot get it to work like you do in your video, all I have archived so far is right click on the first curve node and assign an existing line or lines , which are then generated into the “solids”. How can I archive this interactive behaviour like in your video where you dynamically draw new lines which are then directly added ?


hi Daniel. What’s the link to the specific plugin download for the exoskeleton SubD thing here?

Look here