I experimented some while ago with ‘spline skinning’. While it works not quite bad on lips, for example (skinning a spline for the lip and control it via LinkedXForm), it seems to deform a simple cylinder in a non-wanted way. Imagine a cylinder, a 3-vertex spline skinned to it, and some kind of helpers to control vertex positions. If you move any helper, the mesh will follow the spline shape because of the skinning, but it gets some weird deformation too.
So Asa, how did you get rid of that deformation?
p.s.: if what I’m talking about it’s not clear, I can attach some images to explain it better.


) i might switch to splineIk for the knots themselves (thanks harvey 