(Int32 From:, Int32 March !!!:, Int32 Step:, Int32 Count:, Int32 To:, Boolean Closed Loop?, INode Pick Curve:, Single Start angle:, Single End angle:, TriMesh mesh, Int32 Align Axis:, Boolean Flip, Single Adjust_Y_Rot:, Single Adjust_X_Rot:, Single Adjust_Z_Rot:, Matrix modifierTransform) => 
  {
    Int32 _0One;// 30:MinusOne->2:One 33877
    Int32 _1Subtract;// 30:MinusOne->1:Subtract 33878
    Int32 _2Modulo;// 20:Modulo 33881
    Int32 _3Add;// 17:Add 33882
    Int32 _4One;// 26:MinusOne->2:One 33885
    Int32 _5Subtract;// 26:MinusOne->1:Subtract 33886
    Int32 _6One;// 15:MinusOne->2:One 33889
    Int32 _7Subtract;// 15:MinusOne->1:Subtract 33890
    Int32 _8Add;// 19:Add 33891
    Boolean _9LessThanOrEqual;// 31:Lesser->0:LessThanOrEqual 33894
    Int32 _10Pass-through: Int32;// 0:Pass-through: Int32 33897
    IArray[Int32] _11Generate;// 7:ArrayFromToStep->3:Generate 33901
    IArray[TriMesh] _88Pass-through: array;// 0:Pass-through: array 34029
    IArray[TriMesh] _89Map;// 6:SelectByIndex->2:Map 34031
    TriMesh _90CombineAllMeshes;// 12:CombineAllMeshes 34032
    _0One = One();
    _1Subtract = Subtract(From:, _0One);
    _2Modulo = Modulo(March !!!:, Step:);
    _3Add = Add(_1Subtract, _2Modulo);
    _4One = One();
    _5Subtract = Subtract(Count:, _4One);
    _6One = One();
    _7Subtract = Subtract(To:, _6One);
    _8Add = Add(_7Subtract, _2Modulo);
    _9LessThanOrEqual = LessThanOrEqual(_5Subtract, _8Add);
    _10Pass-through: Int32 = if (_9LessThanOrEqual)
      {
        _5Subtract;
        }else
      {
        _8Add;
        };
    _11Generate = Generate(_3Add, (Int32 x0) => 
      {
        Boolean _0LessThanOrEqual;// 7:ArrayFromToStep->4:LessThanOrEqual 33899
        _0LessThanOrEqual = LessThanOrEqual(x0, _10Pass-through: Int32);
        _0LessThanOrEqual;
        }, (Int32 x0) => 
      {
        Int32 _0Add;// 7:ArrayFromToStep->5:Add 33900
        _0Add = Add(x0, Step:);
        _0Add;
        });
    _88Pass-through: array = if (Closed Loop?)
      {
        Int32 _14Pass-through: Int32;// 0:Pass-through: Int32 33914
        IArray[Single] _15RangeInclusiveFloat;// 4:SampleLerp->2:RangeInclusiveFloat 33950
        Single _16ToRadians;// 9:ToRadians 33911
        Single _17ToRadians;// 10:ToRadians 33913
        Func[Single, Matrix] _18Pass-through: function1;// 0:Pass-through: function1 33949
        IArray[Matrix] _19Map;// 4:SampleLerp->3:Map 33951
        IArray[Vector3] _20MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 33976
        Vector3 _21XAxis;// 39:ChooseAxis->3:XAxis 33955
        IArray[Vector3] _22Unit;// 2:Array3->2:Unit 33961
        Vector3 _23YAxis;// 39:ChooseAxis->4:YAxis 33956
        IArray[Vector3] _24Append;// 2:Array3->3:Append 33962
        Vector3 _25ZAxis;// 39:ChooseAxis->5:ZAxis 33957
        IArray[Vector3] _26Append;// 2:Array3->6:Append 33963
        Vector3 _27At;// 39:ChooseAxis->1:At 33964
        Single _30ToRadians;// 43:ToRadians 33969
        Quaternion _31QuaternionFromDirectionAngle;// 40:QuaternionFromDirectionAngle 33970
        Func[Vector3, Vector3] _32Pass-through: function1;// 0:Pass-through: function1 33975
        IArray[Vector3] _33Map;// 2:DeformMeshPoints->1:Map 33977
        TriMesh _34SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 33978
        IArray[Vector3] _35MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 33991
        Single _36ToRadians;// 56:ToRadians 33980
        Single _37ToRadians;// 55:ToRadians 33982
        Single _38ToRadians;// 57:ToRadians 33984
        Quaternion _39QuaternionFromYawPitchRoll;// 49:QuaternionFromYawPitchRoll 33985
        Func[Vector3, Vector3] _40Pass-through: function1;// 0:Pass-through: function1 33990
        IArray[Vector3] _41Map;// 2:DeformMeshPoints->1:Map 33992
        TriMesh _42SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 33993
        Matrix _43ObjectTransformBeforeWSM;// 1:NodeTMInLocalSpace->3:ObjectTransformBeforeWSM 34007
        Matrix _44InvertMatrix;// 1:NodeTMInLocalSpace->2:InvertMatrix 34008
        Matrix _45Multiply;// 1:NodeTMInLocalSpace->4:Multiply 34009
        Vector3 _46GetMatrixTranslation;// 25:NodePositionInLocalSpace->3:GetMatrixTranslation 34010
        IArray[TriMesh] _47Map;// 21:Map 34019
        Int32 _48Count;// 3:LastIndex->2:Count 34022
        Int32 _49One;// 3:MinusOne->2:One 34024
        Int32 _50Subtract;// 3:MinusOne->1:Subtract 34025
        IArray[TriMesh] _51Take;// 34:DropLast->2:Take 34026
        _14Pass-through: Int32 = if (Closed Loop?)
          {
            Int32 _12One;// 35:PlusOne->1:One 33906
            Int32 _13Add;// 35:PlusOne->0:Add 33907
            _12One = One();
            _13Add = Add(Count:, _12One);
            _13Add;
            }else
          {
            Count:;
            };
        _15RangeInclusiveFloat = RangeInclusiveFloat(_14Pass-through: Int32);
        _16ToRadians = ToRadians(Start angle:);
        _17ToRadians = ToRadians(End angle:);
        _18Pass-through: function1 = (Single x0) => 
          {
            Vector3 _0YAxis;// 11:TransformOnCurve->15:YAxis 33922
            ShapeObject _1ShapeFromNode;// 3:LerpTangentOnCurve->3:ShapeFromNode 33925
            Single _2Constant;// 3:LerpTangentOnCurve->0:Constant 33926
            Single _3Add;// 3:LerpTangentOnCurve->2:Add 33927
            Vector3 _4LerpOnCurve;// 3:LerpTangentOnCurve->4:LerpOnCurve 33928
            Matrix _5ObjectTransform;// 3:LerpTangentOnCurve->6:ObjectTransform 33929
            Vector3 _6Transform;// 3:LerpTangentOnCurve->5:Transform 33930
            Single _7Subtract;// 3:LerpTangentOnCurve->8:Subtract 33931
            Vector3 _8LerpOnCurve;// 3:LerpTangentOnCurve->9:LerpOnCurve 33932
            Vector3 _9Transform;// 3:LerpTangentOnCurve->10:Transform 33933
            Vector3 _10Subtract;// 3:LerpTangentOnCurve->7:Subtract 33934
            Vector3 _11Cross;// 11:TransformOnCurve->17:Cross 33935
            Vector3 _12Normalize;// 11:TransformOnCurve->18:Normalize 33936
            Single _13AngleOfVectors;// 11:TransformOnCurve->16:AngleOfVectors 33937
            Quaternion _14QuaternionFromDirectionAngle;// 11:TransformOnCurve->11:QuaternionFromDirectionAngle 33938
            Matrix _15MatrixFromQuaternion;// 11:TransformOnCurve->22:MatrixFromQuaternion 33939
            Vector3 _16Normalize;// 11:TransformOnCurve->19:Normalize 33940
            Single _17FloatLerp;// 11:TransformOnCurve->14:FloatLerp 33941
            Quaternion _18QuaternionFromDirectionAngle;// 11:TransformOnCurve->0:QuaternionFromDirectionAngle 33942
            Matrix _19MatrixFromQuaternion;// 11:TransformOnCurve->20:MatrixFromQuaternion 33943
            Matrix _20Multiply;// 11:TransformOnCurve->21:Multiply 33944
            ShapeObject _21ShapeFromNode;// 11:TransformOnCurve->10:ShapeFromNode 33945
            Vector3 _22LerpOnCurve;// 11:TransformOnCurve->24:LerpOnCurve 33946
            Matrix _23SetMatrixTranslation;// 11:TransformOnCurve->4:SetMatrixTranslation 33947
            _0YAxis = YAxis();
            _1ShapeFromNode = ShapeFromNode(Pick Curve:);
            _2Constant = 0.001;
            _3Add = Add(x0, _2Constant);
            _4LerpOnCurve = LerpOnCurve(_1ShapeFromNode, _3Add);
            _5ObjectTransform = ObjectTransform(Pick Curve:);
            _6Transform = Transform(_4LerpOnCurve, _5ObjectTransform);
            _7Subtract = Subtract(x0, _2Constant);
            _8LerpOnCurve = LerpOnCurve(_1ShapeFromNode, _7Subtract);
            _9Transform = Transform(_8LerpOnCurve, _5ObjectTransform);
            _10Subtract = Subtract(_6Transform, _9Transform);
            _11Cross = Cross(_0YAxis, _10Subtract);
            _12Normalize = Normalize(_11Cross);
            _13AngleOfVectors = AngleOfVectors(_0YAxis, _10Subtract);
            _14QuaternionFromDirectionAngle = QuaternionFromDirectionAngle(_12Normalize, _13AngleOfVectors);
            _15MatrixFromQuaternion = MatrixFromQuaternion(_14QuaternionFromDirectionAngle);
            _16Normalize = Normalize(_10Subtract);
            _17FloatLerp = FloatLerp(_16ToRadians, _17ToRadians, x0);
            _18QuaternionFromDirectionAngle = QuaternionFromDirectionAngle(_16Normalize, _17FloatLerp);
            _19MatrixFromQuaternion = MatrixFromQuaternion(_18QuaternionFromDirectionAngle);
            _20Multiply = Multiply(_15MatrixFromQuaternion, _19MatrixFromQuaternion);
            _21ShapeFromNode = ShapeFromNode(Pick Curve:);
            _22LerpOnCurve = LerpOnCurve(_21ShapeFromNode, x0);
            _23SetMatrixTranslation = SetMatrixTranslation(_20Multiply, _22LerpOnCurve);
            _23SetMatrixTranslation;
            };
        _19Map = Map(_15RangeInclusiveFloat, _18Pass-through: function1);
        _20MeshVertices = MeshVertices(mesh);
        _21XAxis = XAxis();
        _22Unit = Unit(_21XAxis);
        _23YAxis = YAxis();
        _24Append = Append(_22Unit, _23YAxis);
        _25ZAxis = ZAxis();
        _26Append = Append(_24Append, _25ZAxis);
        _27At = At(_26Append, Align Axis:);
        _30ToRadians = ToRadians(if (Flip)
          {
            Single _28Constant;// 0:Constant 33966
            _28Constant = -90;
            _28Constant;
            }else
          {
            Single _29Constant;// 0:Constant 33967
            _29Constant = 90;
            _29Constant;
            });
        _31QuaternionFromDirectionAngle = QuaternionFromDirectionAngle(_27At, _30ToRadians);
        _32Pass-through: function1 = (Vector3 x0) => 
          {
            Vector3 _0Rotate;// 38:RotateMesh->3:Rotate 33973
            _0Rotate = Rotate(x0, _31QuaternionFromDirectionAngle);
            _0Rotate;
            };
        _33Map = Map(_20MeshVertices, _32Pass-through: function1);
        _34SetMeshVertices = SetMeshVertices(mesh, _33Map);
        _35MeshVertices = MeshVertices(_34SetMeshVertices);
        _36ToRadians = ToRadians(Adjust_Y_Rot:);
        _37ToRadians = ToRadians(Adjust_X_Rot:);
        _38ToRadians = ToRadians(Adjust_Z_Rot:);
        _39QuaternionFromYawPitchRoll = QuaternionFromYawPitchRoll(_36ToRadians, _37ToRadians, _38ToRadians);
        _40Pass-through: function1 = (Vector3 x0) => 
          {
            Vector3 _0Rotate;// 50:RotateMesh->3:Rotate 33988
            _0Rotate = Rotate(x0, _39QuaternionFromYawPitchRoll);
            _0Rotate;
            };
        _41Map = Map(_35MeshVertices, _40Pass-through: function1);
        _42SetMeshVertices = SetMeshVertices(_34SetMeshVertices, _41Map);
        _43ObjectTransformBeforeWSM = ObjectTransformBeforeWSM(Pick Curve:);
        _44InvertMatrix = InvertMatrix(modifierTransform);
        _45Multiply = Multiply(_43ObjectTransformBeforeWSM, _44InvertMatrix);
        _46GetMatrixTranslation = GetMatrixTranslation(_45Multiply);
        _47Map = Map(_19Map, (Matrix x0) => 
          {
            IArray[Vector3] _0MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 33999
            Func[Vector3, Vector3] _1Pass-through: function1;// 0:Pass-through: function1 33998
            IArray[Vector3] _2Map;// 2:DeformMeshPoints->1:Map 34000
            TriMesh _3SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 34001
            IArray[Vector3] _4MeshVertices;// 0:DeformMeshPoints->0:MeshVertices 34016
            Func[Vector3, Vector3] _5Pass-through: function1;// 0:Pass-through: function1 34015
            IArray[Vector3] _6Map;// 0:DeformMeshPoints->1:Map 34017
            TriMesh _7SetMeshVertices;// 0:DeformMeshPoints->4:SetMeshVertices 34018
            _0MeshVertices = MeshVertices(_42SetMeshVertices);
            _1Pass-through: function1 = (Vector3 x0) => 
              {
                Vector3 _0Transform;// 22:TransformMesh->0:Transform 33996
                _0Transform = Transform(x0, x0);
                _0Transform;
                };
            _2Map = Map(_0MeshVertices, _1Pass-through: function1);
            _3SetMeshVertices = SetMeshVertices(_42SetMeshVertices, _2Map);
            _4MeshVertices = MeshVertices(_3SetMeshVertices);
            _5Pass-through: function1 = (Vector3 x0) => 
              {
                Vector3 _0Add;// 27:OffsetMesh->2:Add 34013
                _0Add = Add(x0, _46GetMatrixTranslation);
                _0Add;
                };
            _6Map = Map(_4MeshVertices, _5Pass-through: function1);
            _7SetMeshVertices = SetMeshVertices(_3SetMeshVertices, _6Map);
            _7SetMeshVertices;
            });
        _48Count = Count(_47Map);
        _49One = One();
        _50Subtract = Subtract(_48Count, _49One);
        _51Take = Take(_47Map, _50Subtract);
        _51Take;
        }else
      {
        Int32 _54Pass-through: Int32;// 0:Pass-through: Int32 33914
        IArray[Single] _55RangeInclusiveFloat;// 4:SampleLerp->2:RangeInclusiveFloat 33950
        Single _56ToRadians;// 9:ToRadians 33911
        Single _57ToRadians;// 10:ToRadians 33913
        Func[Single, Matrix] _58Pass-through: function1;// 0:Pass-through: function1 33949
        IArray[Matrix] _59Map;// 4:SampleLerp->3:Map 33951
        IArray[Vector3] _60MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 33976
        Vector3 _61XAxis;// 39:ChooseAxis->3:XAxis 33955
        IArray[Vector3] _62Unit;// 2:Array3->2:Unit 33961
        Vector3 _63YAxis;// 39:ChooseAxis->4:YAxis 33956
        IArray[Vector3] _64Append;// 2:Array3->3:Append 33962
        Vector3 _65ZAxis;// 39:ChooseAxis->5:ZAxis 33957
        IArray[Vector3] _66Append;// 2:Array3->6:Append 33963
        Vector3 _67At;// 39:ChooseAxis->1:At 33964
        Single _70ToRadians;// 43:ToRadians 33969
        Quaternion _71QuaternionFromDirectionAngle;// 40:QuaternionFromDirectionAngle 33970
        Func[Vector3, Vector3] _72Pass-through: function1;// 0:Pass-through: function1 33975
        IArray[Vector3] _73Map;// 2:DeformMeshPoints->1:Map 33977
        TriMesh _74SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 33978
        IArray[Vector3] _75MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 33991
        Single _76ToRadians;// 56:ToRadians 33980
        Single _77ToRadians;// 55:ToRadians 33982
        Single _78ToRadians;// 57:ToRadians 33984
        Quaternion _79QuaternionFromYawPitchRoll;// 49:QuaternionFromYawPitchRoll 33985
        Func[Vector3, Vector3] _80Pass-through: function1;// 0:Pass-through: function1 33990
        IArray[Vector3] _81Map;// 2:DeformMeshPoints->1:Map 33992
        TriMesh _82SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 33993
        Matrix _83ObjectTransformBeforeWSM;// 1:NodeTMInLocalSpace->3:ObjectTransformBeforeWSM 34007
        Matrix _84InvertMatrix;// 1:NodeTMInLocalSpace->2:InvertMatrix 34008
        Matrix _85Multiply;// 1:NodeTMInLocalSpace->4:Multiply 34009
        Vector3 _86GetMatrixTranslation;// 25:NodePositionInLocalSpace->3:GetMatrixTranslation 34010
        IArray[TriMesh] _87Map;// 21:Map 34019
        _54Pass-through: Int32 = if (Closed Loop?)
          {
            Int32 _52One;// 35:PlusOne->1:One 33906
            Int32 _53Add;// 35:PlusOne->0:Add 33907
            _52One = One();
            _53Add = Add(Count:, _52One);
            _53Add;
            }else
          {
            Count:;
            };
        _55RangeInclusiveFloat = RangeInclusiveFloat(_54Pass-through: Int32);
        _56ToRadians = ToRadians(Start angle:);
        _57ToRadians = ToRadians(End angle:);
        _58Pass-through: function1 = (Single x0) => 
          {
            Vector3 _0YAxis;// 11:TransformOnCurve->15:YAxis 33922
            ShapeObject _1ShapeFromNode;// 3:LerpTangentOnCurve->3:ShapeFromNode 33925
            Single _2Constant;// 3:LerpTangentOnCurve->0:Constant 33926
            Single _3Add;// 3:LerpTangentOnCurve->2:Add 33927
            Vector3 _4LerpOnCurve;// 3:LerpTangentOnCurve->4:LerpOnCurve 33928
            Matrix _5ObjectTransform;// 3:LerpTangentOnCurve->6:ObjectTransform 33929
            Vector3 _6Transform;// 3:LerpTangentOnCurve->5:Transform 33930
            Single _7Subtract;// 3:LerpTangentOnCurve->8:Subtract 33931
            Vector3 _8LerpOnCurve;// 3:LerpTangentOnCurve->9:LerpOnCurve 33932
            Vector3 _9Transform;// 3:LerpTangentOnCurve->10:Transform 33933
            Vector3 _10Subtract;// 3:LerpTangentOnCurve->7:Subtract 33934
            Vector3 _11Cross;// 11:TransformOnCurve->17:Cross 33935
            Vector3 _12Normalize;// 11:TransformOnCurve->18:Normalize 33936
            Single _13AngleOfVectors;// 11:TransformOnCurve->16:AngleOfVectors 33937
            Quaternion _14QuaternionFromDirectionAngle;// 11:TransformOnCurve->11:QuaternionFromDirectionAngle 33938
            Matrix _15MatrixFromQuaternion;// 11:TransformOnCurve->22:MatrixFromQuaternion 33939
            Vector3 _16Normalize;// 11:TransformOnCurve->19:Normalize 33940
            Single _17FloatLerp;// 11:TransformOnCurve->14:FloatLerp 33941
            Quaternion _18QuaternionFromDirectionAngle;// 11:TransformOnCurve->0:QuaternionFromDirectionAngle 33942
            Matrix _19MatrixFromQuaternion;// 11:TransformOnCurve->20:MatrixFromQuaternion 33943
            Matrix _20Multiply;// 11:TransformOnCurve->21:Multiply 33944
            ShapeObject _21ShapeFromNode;// 11:TransformOnCurve->10:ShapeFromNode 33945
            Vector3 _22LerpOnCurve;// 11:TransformOnCurve->24:LerpOnCurve 33946
            Matrix _23SetMatrixTranslation;// 11:TransformOnCurve->4:SetMatrixTranslation 33947
            _0YAxis = YAxis();
            _1ShapeFromNode = ShapeFromNode(Pick Curve:);
            _2Constant = 0.001;
            _3Add = Add(x0, _2Constant);
            _4LerpOnCurve = LerpOnCurve(_1ShapeFromNode, _3Add);
            _5ObjectTransform = ObjectTransform(Pick Curve:);
            _6Transform = Transform(_4LerpOnCurve, _5ObjectTransform);
            _7Subtract = Subtract(x0, _2Constant);
            _8LerpOnCurve = LerpOnCurve(_1ShapeFromNode, _7Subtract);
            _9Transform = Transform(_8LerpOnCurve, _5ObjectTransform);
            _10Subtract = Subtract(_6Transform, _9Transform);
            _11Cross = Cross(_0YAxis, _10Subtract);
            _12Normalize = Normalize(_11Cross);
            _13AngleOfVectors = AngleOfVectors(_0YAxis, _10Subtract);
            _14QuaternionFromDirectionAngle = QuaternionFromDirectionAngle(_12Normalize, _13AngleOfVectors);
            _15MatrixFromQuaternion = MatrixFromQuaternion(_14QuaternionFromDirectionAngle);
            _16Normalize = Normalize(_10Subtract);
            _17FloatLerp = FloatLerp(_56ToRadians, _57ToRadians, x0);
            _18QuaternionFromDirectionAngle = QuaternionFromDirectionAngle(_16Normalize, _17FloatLerp);
            _19MatrixFromQuaternion = MatrixFromQuaternion(_18QuaternionFromDirectionAngle);
            _20Multiply = Multiply(_15MatrixFromQuaternion, _19MatrixFromQuaternion);
            _21ShapeFromNode = ShapeFromNode(Pick Curve:);
            _22LerpOnCurve = LerpOnCurve(_21ShapeFromNode, x0);
            _23SetMatrixTranslation = SetMatrixTranslation(_20Multiply, _22LerpOnCurve);
            _23SetMatrixTranslation;
            };
        _59Map = Map(_55RangeInclusiveFloat, _58Pass-through: function1);
        _60MeshVertices = MeshVertices(mesh);
        _61XAxis = XAxis();
        _62Unit = Unit(_61XAxis);
        _63YAxis = YAxis();
        _64Append = Append(_62Unit, _63YAxis);
        _65ZAxis = ZAxis();
        _66Append = Append(_64Append, _65ZAxis);
        _67At = At(_66Append, Align Axis:);
        _70ToRadians = ToRadians(if (Flip)
          {
            Single _68Constant;// 0:Constant 33966
            _68Constant = -90;
            _68Constant;
            }else
          {
            Single _69Constant;// 0:Constant 33967
            _69Constant = 90;
            _69Constant;
            });
        _71QuaternionFromDirectionAngle = QuaternionFromDirectionAngle(_67At, _70ToRadians);
        _72Pass-through: function1 = (Vector3 x0) => 
          {
            Vector3 _0Rotate;// 38:RotateMesh->3:Rotate 33973
            _0Rotate = Rotate(x0, _71QuaternionFromDirectionAngle);
            _0Rotate;
            };
        _73Map = Map(_60MeshVertices, _72Pass-through: function1);
        _74SetMeshVertices = SetMeshVertices(mesh, _73Map);
        _75MeshVertices = MeshVertices(_74SetMeshVertices);
        _76ToRadians = ToRadians(Adjust_Y_Rot:);
        _77ToRadians = ToRadians(Adjust_X_Rot:);
        _78ToRadians = ToRadians(Adjust_Z_Rot:);
        _79QuaternionFromYawPitchRoll = QuaternionFromYawPitchRoll(_76ToRadians, _77ToRadians, _78ToRadians);
        _80Pass-through: function1 = (Vector3 x0) => 
          {
            Vector3 _0Rotate;// 50:RotateMesh->3:Rotate 33988
            _0Rotate = Rotate(x0, _79QuaternionFromYawPitchRoll);
            _0Rotate;
            };
        _81Map = Map(_75MeshVertices, _80Pass-through: function1);
        _82SetMeshVertices = SetMeshVertices(_74SetMeshVertices, _81Map);
        _83ObjectTransformBeforeWSM = ObjectTransformBeforeWSM(Pick Curve:);
        _84InvertMatrix = InvertMatrix(modifierTransform);
        _85Multiply = Multiply(_83ObjectTransformBeforeWSM, _84InvertMatrix);
        _86GetMatrixTranslation = GetMatrixTranslation(_85Multiply);
        _87Map = Map(_59Map, (Matrix x0) => 
          {
            IArray[Vector3] _0MeshVertices;// 2:DeformMeshPoints->0:MeshVertices 33999
            Func[Vector3, Vector3] _1Pass-through: function1;// 0:Pass-through: function1 33998
            IArray[Vector3] _2Map;// 2:DeformMeshPoints->1:Map 34000
            TriMesh _3SetMeshVertices;// 2:DeformMeshPoints->4:SetMeshVertices 34001
            IArray[Vector3] _4MeshVertices;// 0:DeformMeshPoints->0:MeshVertices 34016
            Func[Vector3, Vector3] _5Pass-through: function1;// 0:Pass-through: function1 34015
            IArray[Vector3] _6Map;// 0:DeformMeshPoints->1:Map 34017
            TriMesh _7SetMeshVertices;// 0:DeformMeshPoints->4:SetMeshVertices 34018
            _0MeshVertices = MeshVertices(_82SetMeshVertices);
            _1Pass-through: function1 = (Vector3 x0) => 
              {
                Vector3 _0Transform;// 22:TransformMesh->0:Transform 33996
                _0Transform = Transform(x0, x0);
                _0Transform;
                };
            _2Map = Map(_0MeshVertices, _1Pass-through: function1);
            _3SetMeshVertices = SetMeshVertices(_82SetMeshVertices, _2Map);
            _4MeshVertices = MeshVertices(_3SetMeshVertices);
            _5Pass-through: function1 = (Vector3 x0) => 
              {
                Vector3 _0Add;// 27:OffsetMesh->2:Add 34013
                _0Add = Add(x0, _86GetMatrixTranslation);
                _0Add;
                };
            _6Map = Map(_4MeshVertices, _5Pass-through: function1);
            _7SetMeshVertices = SetMeshVertices(_3SetMeshVertices, _6Map);
            _7SetMeshVertices;
            });
        _87Map;
        };
    _89Map = Map(_11Generate, (Int32 x0) => 
      {
        TriMesh _0At;// 6:SelectByIndex->3:At 34030
        _0At = At(_88Pass-through: array, x0);
        _0At;
        });
    _90CombineAllMeshes = CombineAllMeshes(_89Map);
    _90CombineAllMeshes;
    }