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Okay, so I have a mesh that has a tail so I googled how to rig the tail and it said to use a Spline IK restraint. I built the spline on the bones of the tail and now when I move the whole armature, the bones connected to the Spline IK do not follow. The picture shows that when I move the armature, the tail bones do not follow. This situation is a problem.

I am rigging this dragon for school. I am down to a couple days to finish this but I am having issues. When I move the master bone of the armature, the spline IK I made does not follow. Why does this happen?

Broken brokenRig rig This image shows what happens when I check the chain offset box This image shows what happens when I check the chain offset box

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  • $\begingroup$ Please improve the clarity of your question. Please do not rely on the 1st degree clarity coming from a file. When the reader looks at the images, the reader can be told by explicitly if something is good or bad or other classification. Spline IK allows an armature bone sequence to follow a curve. All constraints can be composed for further effect. You write .. [When I move the master bone of the armature, the spline IK I made does not follow.]. It is a common mistaken situation for people to believe that a constraint will just work in their situation automatically. $\endgroup$ – atomicbezierslinger Jan 22 at 17:36
  • $\begingroup$ So how do I make the Spline IK restraint to move with the armature? I know what it does, and used it on the tail. I just do not understand how to make it move with the armature. @atomicbezierslinger $\endgroup$ – LightOfTheNight Jan 22 at 17:40
  • $\begingroup$ From what you wrote if appears you have a mistaken basic concept of what the Spline IK constraint offers to do. docs.blender.org/manual/en/latest/rigging/constraints/tracking/… . Of course their are video tutorials on video websites. What do you want the Spline IK constraint to do? Do you think you have used the Spline IK in a way that matches its description in the link above? Again constraints and Python drivers can be layered. One suggestion is to show additional pictures for people who may not feel it necessary to open your .blend file. $\endgroup$ – atomicbezierslinger Jan 22 at 17:42
  • $\begingroup$ I read your statement in the comment. Please differentiate clearly between the tail which is a part of or a total armature and the [armature], The language is not clear to me. $\endgroup$ – atomicbezierslinger Jan 22 at 17:44
  • $\begingroup$ Okay, so I have a mesh that has a tail so I googled how to rig the tail and it said to use a Spline IK restraint. I built the spline on the bones of the tail and now when I move the whole armature, the bones connected to the Spline IK do not follow. The picture shows that when I move the armature, the tail bones do not follow. @atomicbezierslinger $\endgroup$ – LightOfTheNight Jan 22 at 17:48
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Showing a bone chain controlled by a Spline IK Constraint

Image above Showing a bone chain controlled by a Spline IK Constraint

Consider using the Chain Offset feature as enabled . This is indicated by the yellow arrow.

  • Please know there is a technique in modeling with regular IK constraint where there are 3 models. Model 1 tweens or has a linear interpolation of the other two models. Bones capture rotation, so rotation can be interpolated. Depending on your level of experience and patience this technique can be appropriate or in appropriate.

  • Bones can have a copy rotation constraint.

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  • $\begingroup$ I tried this and it moved the tail off of the curve. I have added a picture for you to see @atomicbezierslinger $\endgroup$ – LightOfTheNight Jan 22 at 18:20
  • $\begingroup$ I understand that you may think that situation is a problem. I ask you ... Why is that a problem in your scenario? I wont have time to investigate this fully and I have seen this situation before. If you do try to change this you may not like the battle which may be time consuming. In the battle you may get valid or arguably invalid messages in the Console ... such as ... Cyclic dependency detected. Please see comment above in original question. $\endgroup$ – atomicbezierslinger Jan 22 at 19:08
  • $\begingroup$ I make the comment about Cyclic dependencies because some people may validly criticize Blender in regard to this type of situation over which you and other people have little control. Lastly with certain setting in the Spline IKC you can get results that you probably do not want depending of curve length, so there is not always a one to one correspondence. $\endgroup$ – atomicbezierslinger Jan 22 at 19:25

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