When replacing sparse quads with a custom mesh, I create a "base vertex" on each quad, in order to cause a Particle Instance modifier to spawn the custom mesh at the right place (like for spawning leaves on a tree created by the Sapling addon).
However, when I delete the rest of the quad, just keeping the wanted vertex, its normal is modified, making the Particle Instance modifier instantiate the meshes with an incorrect rotation.
How can I keep the normal as it is (aligned to the quad's face) while removing the useless vertices?
here is an example blend file : http://www.pasteall.org/blend/23530
Goals:
- new leaves must have the same orientation as the sapling one.
- they must look natural : they must have their base touching the branches.
- their must be exactly the same number of leaves in the particle instance modifier as in the sapling version.








