: You can adjust the Control node twist axis , Reverse twist , and Twist interpolation settings to manage how the skeleton rotates along its length as the curve bends.
In the , drag the starting bone into the First Joint field and the final bone into the End Joint field. Create Control Nodes :
Under the tab, enter a value for the Number of control nodes . MotionBuilder will automatically create evenly spaced nodes along the skeleton chain. Motionbuilder Tutorial - 18: Spline IK
: Ensure your joint chain is exactly perpendicular to the Y-axis ; otherwise, the constraint cannot be initialized. Apply the Constraint : Select the bones in your scene.
Drag the from the Asset Browser’s Constraints folder into the viewport. Define the Chain : : You can adjust the Control node twist
To set up a functional Spline IK system, follow these primary steps as detailed by Autodesk Help :
: Perfect for automating the physics-like movement of hair, whips, or mechanical cables. Motionbuilder Tutorial - 18: Spline IK Drag the from the Asset Browser’s Constraints folder
In MotionBuilder Tutorial - 18: Spline IK , you will learn how to use to animate flexible, multi-joint structures like tails, tentacles, and ropes . This specialized constraint aligns a skeleton joint chain along a curve, providing a smoother and more predictable way to achieve complex, aesthetically pleasing shapes than traditional FK or IK rigs. Core Workflow for Spline IK