I’m working on trying to figure out how to rig this into my existing character rig and was wondering if you could clarify what coordinate space those spline point transforms are expected to be in? Looks like component space but I am not sure yet as I don’t have the setup ready yet.
EDIT: I think iv’e got the translations working maybe but I can’t seem to be able to get the rotations correctly. Actually they seem to be relative/component too right? Maybe I’m just not passing the right thing. Basically I am trying to blend in regular keyframe animation from the pelvis downwards and have the splineIk go up to the sternum which will be controlled by user VR hmd+motion control. I just can’t seem to get the right rotation values to feed in to make a match with the keyframe animation for the pelvis side of the splineIk…
Would it make sense to add something so that it could take world space coords too? At the moment I seem to have to make a bit of a fiddly setup to pass those transforms, might be easier with world space?
It would be great if there was a debug draw tickbox that could show the curve in the PIE windows as you simulate the character.
EDIT2: I have done another experiment to try to figure out the rotations but Iv’e got a new post about it since it doesn’t fit OP.