The new 4.16 Spline Ik and skinning

I’m not doing a very extreme movement of the points though as you can see.
I don’t see why suddenly the skinning should not obey the bones, just as usual. The the rotation of the bones should affect the weighted mesh just as with regular bone transforms I think.
The SplineIk should control the bones, and the bones should control the mesh vertexes.

I don’t know really how you were thinking this should be used but I am not used to having to rotate the points to change the behaviour of the solution.
That’s coming from maya which uses nurbs splines for the splineIk.

What curve type is being used here in UE? By ‘rotating the point’ am I really rotating the tangents to the point?
Either way is seems like, again, that the spline should only affect the joints and not the mesh.

I did try to ‘rotate the point’ to change the solution. I rotated until it looked like what I would expected it to have done automatically and maybe the X axis is pointing backwards when the solution looks better?
Is that meant to be the rule? How would I generate a point rotation that gives a solution for the mesh to follow the bones?

Here’s a picture of a basic Maya Spline Ik. The points are just moved, no 'point rotations.
The skeleton follows the curve. The skinning doesn’t change because I’m using a spline ik.

In summary my questions/comments would be:

  1. Why have you chosen to have ‘point rotations’ affect the solution?
  2. What curve type are you using and what do the point rotations actually do?
  3. Could there be a tick box that did away with the need for point rotations and just automatically aligned the solution in an expected way?
  4. Can the Spline IK not affect the weighted points of the mesh directly, but just affect the joints?
  5. Could you please describe a rig setup that you generally would use with the current SplineIk design?

Cheers