The MeshInsert brush is really the only way to do this. I agree that it can behave in unpredictable ways. If you are inserting into a low res mesh this can make the mesh snap around - use a denser mesh if you can.
To keep the mesh a uniform size, start drawing and then immediately press Ctrl. The mesh will snap to a size relative to Draw Size. Keep holding down Ctrl and you can rotate the mesh. Release the mouse before Ctrl or you can get some funky behaviour.
There are three things that affect how the mesh is inserted:
-
Brush palette: MeshInsert Dot or MeshInsert Fit - Dot inserts the mesh tangent to the model surface; Fit inserts it drawn in the screen plane.
-
The BrushMod slider and the inserted mesh’s pivot point. By adjusting either of these you can change how much the mesh is embedded. The pivot point is normally in the center of the mesh. You can change it by dragging the little red cross in the Tool:Preview window, then pressing Store to save the change. Alternatively, adjust the BrushMod slider in the Brush palette.
-
The inserted mesh’s orientation. You can change this by dragging in the Tool:Preview window, then pressing Store to save the change.
You can easily edit the inserted mesh separate from the main mesh. Simply Shift+Ctrl+click on it, Mask All to mask it, Shift+Ctrl+click the background to show the whole mesh then Invert the mask.
HTH,