Motionbuilder Tutorial - 18: Spline Ik -
Enable and click Snap to activate the constraint and bind the bones to the curve. Advanced Control Features
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 Motionbuilder Tutorial - 18: Spline IK
: Perfect for automating the physics-like movement of hair, whips, or mechanical cables. Motionbuilder Tutorial - 18: Spline IK Enable and click Snap to activate the constraint
Drag the from the Asset Browser’s Constraints folder into the viewport. Define the Chain : Core Workflow for Spline IK : Perfect for
To set up a functional Spline IK system, follow these primary steps as detailed by Autodesk Help :
: 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.
: While MotionBuilder generates a default curve, you can also use a custom 3D Curve from the Elements folder of the Asset Browser for more specific pathing.