Spline IK is a constraint which aligns a chain of bones along a curve. By leveraging the ease and flexibility of achieving aesthetically pleasing shapes offered by curves and the predictability and well integrated control offered by bones, Spline IK is an invaluable tool in the riggers' toolbox. It is particularly well suited for rigging flexible body parts such as tails, tentacles, and spines, as well as inorganic items such as ropes.


Basic Setup
The Spline IK Constraint is not strictly an 'Inverse Kinematics' method (i.e. IK Constraint), but rather a 'Forward Kinematics' method (i.e. normal bone posing). However, it still shares some characteristics of the IK Constraint, such as operating on multiple bones not being usable for Objects, and being evaluated after all other constraints have been evaluated. It should be noted that if a Standard IK chain and a Spline IK chain both affect a bone at the same time the Standard IK chain takes priority. Such setups are best avoided though, since the results may be difficult to control.
To setup Spline IK, it is necessary to have a chain of connected bones and a curve to constrain these bones to.
Congratulations, the bone chain is now controlled by the curve.
Tips for Nice Setups
Roll Control
To control the 'twist' or 'roll' of the Spline IK chain, the standard methods of rotating the bones in the chain along their y-axes still apply. For example, simply rotate the bones in the chain around their y-axes to adjust the roll of the chain from that point onwards. Applying copy rotation constraints on the bones should also work.
Offset Controls
The entire bone chain can be made to follow the shape of the curve while still being able to be placed at an arbitrary point in 3D-space when the 'Chain Offset' option is enabled. By default, this option is not enabled, and the bones will be made to follow the curve in its untransformed position.
Thickness Controls
The thickness of the bones in the chain is controlled using the constraint's 'XZ Scale Mode' setting. This setting determines the method used for determining the scaling on the X and Z axes of each bone in the chain.
The available modes are:
In addition to these modes, there is an option, 'Use Curve Radius'. When this option is enabled, the average radius of the radii of the points on the curve where the endpoints of each bone are placed, are used to derive X and Z scaling factors. This allows the scaling effects, determined using the modes above, to be tweaked as necessary for artistic control.