I'll also explain in text:
I have a tail with 8 bones, and I need the bones to follow a curve to allow for smooth animation. But when using spline IK, the bones stretch and scale instead of retaining their scale, even with "Y Stretch" disabled.
I cannot use Bendy Bones (B-Bones), as this model and animation is for a game engine that doesn't support that deform feature. I don't want to use standard FK, as that's a pain to animate with a long tail with many bones. and using standard IK for just the tail tip, or IK for multiple parts of the tail is unstable to animate and isn't desirable. And I don't want to settle with the spline IK as is when it stretches, as the scaling will cause issues for the game engine export.
I've disabled "Y-Stretch", and I've looked into every other setting regarding the Spline IK constraint and the settings for the Curve itself as much as I could, and nothing seems to have solved my issue.
I'm not too sure what other options I have. Is there any way to configure a Spline IK to never scale and still properly follow the curve, or is there an alternate method to rigging and/or animating a tail like this that I haven't mentioned?