How can I model this twisted arrangement of cubes?

How can I model this handle?

I'm stuck on the cubes. I've tried an array modified + simple deform twist, but that's not quite right:

I think the cubes need to be arranged along the curve and only slightly skewed.

• If you really want to follow your irregular reference closely, just manually create and align the cubes, it's only about 20 objects. Jul 1, 2018 at 14:53

Particles or Manual Edit

Consider using a Particle System on a helix strip mesh created by Simple Deform Twist modifier. Particles would be a group of objects which are cubes with random variation of shape. Use Initial Orientation Normal with some small Random Value as depicted above. No Array Modifier.

If you have just a few cubes you could Press the [Convert] button to make duplicates real and give each a rotation by hand.

The imperfect cubes are in a group and you can see a rotation of one in edit mode.

You may wish to state if you want to keep the varIations in cube shape and rotation.

The image above show 2 examples of orientation.

Full Coverage. Placing a single particle on each face in the Helix Mesh.

[Emission Number] = (face count + 1). Goal 1 particle per face. Close to meeting goal. Result is 2 particles in same position on top. I have never investigated if this is declared a defect. (I have never investigated fully.) If you are going to [Convert make real] this problem may lessen, since you can delete. [Particles/Face=1]. A Hidden Portion of curve may be a bearable near solution. You can see the two different colored particles on top. When you increment and decrement Emission Number you can see this (interesting) situation.

• I copied your particle settings - any idea why I can't get full coverage over my faces? i.stack.imgur.com/aSpPS.png - One face gets a doubled object, and another is missing. Jul 1, 2018 at 22:02
• Please see edits. Jul 2, 2018 at 16:03
• Thanks. And I think you're right - I'll just make the particles real and delete the extra cube. Jul 2, 2018 at 16:28