I’m trying to make a gradually-widening spiral that rotates about a curved axis, as if it’s a rope that you attached to the propeller of a boat that’s turning, thus both twirling and curving to the side if that makes sense:
The animation needs to be Unity-exportable, such that you can average its right-bending twirl animation halfway with its left in a blend tree, the result twirling straight up and down:
Pending a way to also rotate around that nurbs spine, I for the time being abandoned the bone constraint and procedurally arranged a string of bones into the spiralling shape, which appeared more plausible as it will also need to undergo other dynamic motions.
While I can pose it alright as you can see, the mathematics of rotating it correctly and blending it properly in Unity are getting hairy.
Any ideas?