Motionbuilder Tutorial - 18: Spline Ik Apr 2026
: For complex characters, these controls can be added to a Character Extension (like a "Tail" extension) to ensure they are properly recognized and baked with the rest of the control rig. Best Use Cases
: Ideal for any appendage that needs to deform in a serpent-like or "gooey" manner, which standard bipedal rigs can't handle. Motionbuilder Tutorial - 18: Spline IK
: Perfect for automating the physics-like movement of hair, whips, or mechanical cables. Motionbuilder Tutorial - 18: Spline IK : For complex characters, these controls can be
Under the tab, enter a value for the Number of control nodes . MotionBuilder will automatically create evenly spaced nodes along the skeleton chain. Motionbuilder Tutorial - 18: Spline IK Under the
: 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.
Drag the from the Asset Browser’s Constraints folder into the viewport. Define the Chain :
In the , drag the starting bone into the First Joint field and the final bone into the End Joint field. Create Control Nodes :