for an AR project i want to display an animated snake on a Face that follows a exact Spline like an offset.
Usually i would set it up with the Spline Wickler Deformer. Thats also exactly the look i am aiming for (file attached).
But unfortunately the AR programm only alows Collada (.dae) and Filmbox (.fbx) import.
Baking (also pointcache) just won’t work, as Collada does not support PLA, only Position, Rotation, and Scale of an object . In .fbx this workflow also dont include the animation.
So i figured out that i need to Re create the deformation with joints and then export as .fbx - This works fine in the AR enviroment.
But now i need to find a way to recreate the Spline Wickler look with joints.
Any Ideas how to achieve that? Or is there an other workflow through caching/baking/plugin and exporting?
So far I tried this:
Ik dynamics + allign to spline: (file attached) but only the first joint follows the spline and the rest of the snake body is way to random than. I would need more or all joints to follow the spline.
Ik dynamics + freehand animation: also to random and hard to achieve the look of the spline wickler snake effect.
Ik spline: (file attached) is the closest to spline wickler but static - i could not figure out how to move the joints anlong the spline like an offset.
Snake Head SplineWickler.c4d
ik dynamics+align to spline.c4d
Snake ik spline.c4d