I've spent about a week face-rolling my keyboard over this one, so it's time to ask for some fresh ideas.
This is the problem to solve: Compute the surface indicated with the blue curve.

The overlapping blue circles (spheres) are an aggregate GameObject. I want to recompute a new surface for this gameobject as given by a real (or theoretical) rolling sphere of a fixed size sampling say new mesh vertices.
Thus far, I have this:

I'm getting something like what I want by spinning the big game object and orbiting the probe at a fixed distance. This works somewhat by letting Unity3D do some physics, but it depends on the fact I'm keeping the orbit at a fixed value similar to the radius of the big object. This doesn't really work as the probe will "bob" in and out of the original surface (green) of the game object.
Ideally, I'd like to be able to do this for an arbitrary shape.
If anyone has done something similar I'd love hearing about it. Or if anyone has any insights to improve what I'm doing or another avenue to look at entirely, I'd much appreciate. (It is kind of a fun problem)
Yes, your solution is exactly correct. There is another "surface" I'm interested in computing but it's not spelled out above. If I pose that question too, I'll do it in another post and reference this one. Thanks!
– rule62