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Reliable way of Creating the Xparticles SplineMesher for TP
I’ve got branching splines from Thinking Particles and I need a way of meshing these so the main length of each spline remains clasically quaded but procedurally unified at each division point…
I thought that maybe metaballs could be reliable but I dont know if I can taper a metaballed spline like the SweepNurbs
Would be great to know people’s solutions!