Hey Roy,

I've done a sort of 'manual' setup like this by writing a 'pointAtArclen' node 
and then wiring the rest with existing nodes.  In my case I used aim 
constraints for each joint, but you can do something similar within your 
solver- get the orientation by figuring out where each joint needs to be on the 
curve and what the vector would be if you were aiming each joint at the next.

-JP

Sent from my iPhone

On Nov 12, 2012, at 2:00 AM, Roy Nieterau <royniete...@gmail.com> wrote:

> Hey Guys,
> 
> I'm looking into creating a custom Stretchy Spline IK setup that doesn't pop 
> (over & under extends in extreme situations). 
> But I seem to be unable to wrap my head around how to calculate orientations 
> on points on the curve. 
> Since the points on the curve don't have any orientation (well, they do have 
> tangents or something like that?) I have no clue on how to actually start 
> with this.
> 
> My main references of tools in Maya would be the Motion Path and the Spline 
> IK (with Advanced Twist controlled by a start and end object). 
> If anybody has any starting points for this it would be greatly appreciated!
> 
> Thanks in advance.
> 
> Regards,
> Roy
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