I just did a test with a “torso” piece of geometry and it seems like I was wrong: “no normals” for the
follow curve solver is not the best option, because as I said earlier, vertebrae have to rotate progressively.
For a human spine, if the upper torso (rib cage) rotates on Y, the vertebrae on the lumbar region barely rotate, or not at all in the case of the first one or two right on top of the sacrum. Having the four ctrl CVs (two inner CVs parented to the end ones) will allow a gradual transition regarding each vertebra's rotation in relation to its neighbors, while the solver is set to take into account curve normals (
best guess option).
The problem with “curve normals” is that in some poses where the curve twists rather intensely, bone flipping will start to occur.*
It would be cool if
Twist Affector wouldn't be greyed out when the solver type is
Follow Curve.
Of course with the current implementation of the solver it wouldn't probably work and the idea that's rattling around in my head right now is that if it were possible to have a twist affector, it would be cool to have it per bone, similar to a blend constraint, so I can use a normalized blend value between the two twists (inner CVs). This could very well be one of the worst ideas ever.
In terms of what it can be done with the available tools, I think in the case of my setup, it's best to control the curve's normal at each individual CV. I'm currently doing just that - figuring out what the best way of achieving that might be. Tweaking the initial CV rotation (by going inside CVs and changing the normal in the - deprecated
- point SOP, something which might be totally unnecessary, not sure yet) has given me very good results, the exception being the cases when you translate the inner CVs so that they cross “the other side” of the curve.
*Now that I've played with this while visualizing the normals and the results, I surmise that translating the inner CVs should be done reservedly or not at all.