Use 
		Spline IK constraints to manipulate a chain of skeleton bones, such as an animal tail or a rope. You can use the constraint's default curve or use a custom spline curve such the 3D Curve from the 
		Elements 
		folder of the 
		Asset Browser. Your skeleton joint chain must be exactly perpendicular to the Y-axis, otherwise, the 
		Spline IK constraint cannot be created. 
	 
Constrain bones using a Spline IK constraint
 
		 
		- In the scene, select the bones you want to constrain. 
		  
- In the Constraints folder of the Asset Browser, select the 
			  Spline IK 
			 icon 
			  and drag it into the scene. and drag it into the scene.The 
				Constraints Settings tab now displays in the 
				Navigator. 
			  
- Drag the first bone of your skeleton to the 
			 First Joint field of the 
			 Constraint Settings. 
		  
- Drag the last bone to the End Joint field. 
		  
- Click the 
			 Setup tab and insert a value for 
			 Number of control nodes. 
			 MotionBuilder creates evenly spaced control nodes along the constrained skeleton. You use the control nodes to manipulate the curve and constrained skeleton bones. 
			  
- Click the 
			 Constraint Settings and click 
			 Snap to constrain the bones to the curve and activate the constraint. 
			 A Skeleton node_3DCurve automatically populates the 
				Spline field in the 
				Constraint Settings. 
			  You can now manipulate the control nodes to translate the constraint curves and the constrained skeleton bones. 
			  
See 
		  Set up the control nodes and twist options below. 
		
 
	 Set up the Spline IK constraint with a custom 3D curve 
 
		 
		- Either import a custom 3D spline curve into your scene or create one by using the 
			 3D Curve in the Elements from the Asset Browser. 
			 See 
				Create a 3D curve. 
			  
- In the Constraints folder of the Asset Browser, select the 
			  Spline IK 
			 icon 
			  and drag it into the scene. and drag it into the scene.The 
				Constraints Settings tab now displays in the 
				Navigator. 
			  
- Complete steps 3 and 4 from the 
			 Constrain bones using a Spline IK constraint procedure above. 
		  
- In the scene, select and drag the 3D curve to the 
			 Spline field of the 
			 Constraint Settings. 
		  
- Click 
			 Snap 
			 to constrain the skeleton to the 3D curve. 
		  
- In the 
			 Scene browser, select the 3D curve you are using for the constraint. 
		  
- To setup control nodes on the curve, do the following: 
			 
 
			 You can now manipulate the control nodes to translate the constraint curves and the constrained skeleton bones. 
			  
Set up the control nodes and twist options 
 
		 
		You can add multiple control nodes for manipulating the constraint. 
		
 
		To add control nodes
- In the 
			 Constraint Settings, turn off Activate. 
		  
- Inset a value for 
			 Number of control nodes. 
		  
- Turn on 
			 Lock control nodes. 
		  
- Select the desired constraint Twist settings, and then click the 
			 Constraint Settings tab. 
			 See 
				Spline IK constraint settings.
			  
- Turn on 
			 Activate. 
		  
- Select the desired settings for 
			 Control node twist axis, 
			 Reverse twist, and 
			 Twist interpolation.