Uniformly orienting mesh faces by vertices

Hello! I am trying to work on a 3D printable water shoe with a lattice structure. I have a single unit cell (highlighted yellow below) that I am morphing onto a quad mesh using Weaverbirds twisted box morph feature. The goal is for the structure to look like the pink multi-piped example on the right, where the diagonal cross beam on top lines up between the tiled cells.

What is currently happening is that the mesh faces aren’t oriented the same way with their vertices matching up, so many of the morphed tiles are rotated haphazardly.

This is visually interesting in it’s own way, but I’m trying to control the mesh so that I can order the vertices of the faces more like this:

I think that I understand how to isolate and re-orient a single mesh face, but so many of the faces are rotated differently from each other that I can’t figure out how to do it to all of the faces without individually pulling them from an item list.

Barefoot Sandal 3D.gh (19.5 KB)

Any help would be appreciated, thank you!

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I guess you’d have to eliminate a singularities

A potentially workable alternative is to use ‘Sporph’ in grasshopper to transform your module from its 4-sided base to its 4-sided targets.

I meant to show an example but your file came without objects:

I guess I can still show an example in case you can test it out:
Barefoot Sandal 3D_b.gh (59.1 KB)

NOTE:
I also guess this is one of those isolated cases where the default {automatic} SubD-to-brep conversion in grasshopper actually helps as it outputs all individual faces instead of packed (though it can be slow if you have a high poly object).

At the end I choose to pull the mapped curves to the surfaces, but you don’t have to unless you need the geometries to follow the smooth form.

If you require twisted boxes because your SubD is thickened or something like that, then it’s best to share your specific forms to get more help.

My bad, forgot to internalize the objects, this one should work. I will take a look at that other file though, thanks!
Barefoot Sandal 3D.gh (52.3 KB)

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You were still missing the curves you’re morphing. But I think you got it :slight_smile:

Rather than quad-remeshing your SubD, I think using MeshFromSubD might be convenient to stay closer to the original smooth form? Just pay attention to the ‘D’ level so it’s not heavily subdivided prior to box-morphing the lines you’ll turn into multi-pipe. Alternatively, you could keep the mesh pretty coarse but make your line pattern more dense before you box-morph to find the right balance. Very easy to crash rhino with this.
Barefoot Sandal 3D_c.gh (72.0 KB)