Metaball ObjectBasic Coord. Object
Think of the Metaball object (Create / Modeling) as an elastic skin that can be stretched over splines and object points. The skin becomes active the moment you make such an object a Child of the metaball object. If you move any of the Child objects, the skin — called the hull — updates in real-time.
You can use parametric spheres, splines (all types) or polygon objects with the Metaball object. In the case of polygon objects, each point is interpreted as an element (sphere, line or triangle).
The metaball geometry works with any type of geometry and spline. With regard to geometry, each individual object point is viewed as a sphere that can be fused.
Splines have a special feature — you may use a second spline to control the hull’s thickness. This second spline must be a Child of the first spline and also must be of the same type (you might want to copy the first spline).
You can use a particle emitter with a metaball object. Here you will find a brief tutorial about using particle emitters with metaballs.
Freely placed and formed splines and primitives:
A Metaball Object is used to complete the model: