I am trying to design an interesting stair that has a steel scroll balustrade for uni and need it to be fairly accurate/precise. I am wanting a road like balustrade that maintains the same height (Parallel in Z direction) I keep getting a result that morphs the balustrade and follows the helix correctly at the base of the scroll but as it moves up it stretches outwards. Ideally, in top view the balustrade should be a consistent depth throughout. Any insight would be great!
So far I have tried, array along curve, flow, and flow along surface.
Create a rectangular flat base surface ExtrudeCrv the curve vertically the height of the balustrade to create a target surface using the uv structure of each surface. FlowAlongSrf
Notes:
FlowAlongSrf maps the object for the base surface to the
I rotated the base balustrade so that the top and bottom were horizontal.
The length of the base balustrade is slightly different the length of the curve.
@Jaxon The tubes in the balustrade will be distorted by the shearing. An alternative is to start with curves for the centerlines of the tubes, flow the curves, and then use Pipe to create tubes around the flowed curves.