2009

This procedure automatically draws the spline based on your dialog
selections and sets up the Spline IK system to work with the spline. The
software automatically assigns a Path constraint to the root bone to
constrain it to the helper/vertex at that end of the spline.
To apply a Spline IK solver to an existing bone structure:
1 Create a bone structure without an IK chain.
2 Draw a spline or NURBS curve to be used by the bones. The curve can
have any length and shape, and does not have to match the length or
shape of the bone structure.
3 Select the bone or object where you want to the solver to start.
4 Choose Animation menu > IK Solvers > Spline IK Solver. In the viewport,
move the cursor to the bone or object where you want the chain to end
and click that bone. Then move the cursor to the spline and click it.
Inverse Kinematics (IK) | 3449