
Solving Spline Overshoot
What's The Problem? When working with ikSplines in Maya I always run into the same two issues: The first joint in the chain lies secant to the curve instead of tangent, so the mesh does not connect smoothly at the base of the ikSpline. The tip joint does not sit exactly on the edge of the curve, especially when the spline curve bends sharply. Both of these issues can be resolved by using motionPaths instead of an ikSpline but then we lose the best feature of the ikSpline, the