I am working on an animation in which a long mesh (similar to a snake) uses a Curve modifier to deform around a spiral curve. The mesh is animated to move on the the Y axis and this is how it deforms along the curve.
I have kept the vertices on the curve minimal so I can easily adjust their tilt to make the mesh follow the curve in a specific way. The problem is that, when the mesh deforms along the curve in the animation, it looks jerky and jumpy because of the low vertex count on the curve.
If I convert the curve to a mesh and apply a subdivision modifier, the mesh's deformation along the curve becomes smooth in the way I want, but I lose the vertex tilts that I have calculated.
Is there a way to make the curve more smooth for the animation, or preserve the tilts I have calculated after converting to a mesh?
Thank you!
EDIT: Blend file added: