Curve map? - very cool - I never thought to look at that. The "kink" it highlighted was caused by this "knot" in the underlying bspline of just a single foil section::
Screen Shot 2020-06-09 at 12.56.10 pm.png
bsplines get very unhappy when points have highly unequal distances between them and sharp corners - although I must tip my hat to my particle-swarm code which still managed to find a way to arrange the mere 7 points I let it play with to nevertheless get an otherwise optimally-performing shape. I'm on a mission to refactor everything to wipe that problem out (big job - 8 years of legacy code and squillions of hours CPU time involved...)
The line you can see near the hub-end was because Fusion would not let me loft the nearest-hub element, so I first did all the others, then came back and forced the hub to work with more rails, and subsequently could not work out how to join/stitch those 2 back into 1 bit.
The good news though, is that this did in fact 3D print just fine - I did a pattern-rotate on the Z axis to get both blades at the same time, joined along the trailing edge
Screen Shot 2020-06-09 at 7.34.55 pm.png
and I used a hot-wire (badly) to separate them, super-glued them into a full turbine, and it blew away my expectations (bad pun, sorry) along with a $20 ceramic bearing which came loose and vanished. I designed it to do 1400 RPM in 13kts wind - we've only got half that right now, but it still span wildly out of control and ripped out of my hand...
Before startup:-
Screen Shot 2020-06-09 at 7.20.22 pm.png
Just as it's beginning to spin (it is not bent, it's too fast for my shutter):
Screen Shot 2020-06-09 at 7.21.33 pm.png
And shortly before take-off, plus the last time we get to see my $20 ceramic bearing... it's spinning so crazy fast that it's doing multiple revolutions in a single shutter frame now:
Screen Shot 2020-06-09 at 7.22.30 pm.png
Here is what I meant by "perfect Z wrap" - if you look down from above at the sides of the splines, they all perfectly lie on the concentric circles for their station (so yes, we're talking about the same design):
Screen Shot 2020-06-09 at 10.06.27 am.png
Here's a close-up:
Screen Shot 2020-06-09 at 10.06.53 am.png
Someone gave me some code to extract points from Fusion splines, so I'm thinking that it might makes things work loads better if I convert the particle-swarmed random-placement resolution into something that makes more geometric sense (e.g. equi-spaced control points, and then connect a rail to the absolute front-most leading-edge point, plus the apex of the top surface, plus the tail, plus the apex of the undersurface, and perhaps additional rails that are equidistant* between all those... ugh... can you even imagine the math needed to work out where the middle is between two arbitrary points on a spline...)
So yes - you idea about picking better rail connection points sounds very promising (plus a lot of work - connecting stuff manually to random places on a line is easy in the GUI, but I expect a nightmare in the API...)
Are you also doing work yourself with splines? Maybe there's some synergy here?