FK and IK Spines

isner is pretty easy to implement in Maya. Quick outline:

  1. Set up a basic spline IK (remember maya hates it if you do spline ik and don’t use X as your primary joint orient!)
  2. extend the top of the spline a little so you don’t get kinks if the spine is hyperextended
  3. add 3 knots to each end of the control spline. You need 3 to make sure that the tangents are completely stable at the ends of the chain.
  4. skin the CVs of the spline to control objects for the hip and shoulders. You can control the tension in the spline by scaling the control objects.
  5. set up advanced twist on on the spline IK so the start and end rotations follow the control objects

Some extra info here http://www.giantbite.com/Steve/BP/img30.html and on the following slide

The main drawback to the isner setup is that (like any IK) you can hyperextend the control; not much you can do about that with standard maya.