Interesting concept. I’ve never seen a bezier influenced bone system like this before. However, ultimately, I don’t think its practical. The deformation of geometry is based off the influence generated by the position of bones when it is skinned to the skeleton. The more control you want over the mesh, the more bones you’re required. Most 3D systems have mechanisms to modify the area of influence around the bones, which intern effect which vertices are displaced/moved. Weight maps further tweak those base algorithms by adjusting the areas of influence. In your example, its really the bezier spline that seems to be influencing the deformation of geometry more, rather than the bones. (Or at least more so). It would be tough finding a way to average between the bones’ influence and the spline’s influence. Which takes priority?
What we ultimately need in EI is a decent Spline IK system. Its similiar to your concept yhloon, but requires more bones. The chain of bones are linked together with an IK handle and the entire skeleton within the Spline IK is driven by the position of the spline itself. (Including the spline’s CVs)
Internal support for splines in EI, other than animation splines, is drastically required. They would go a long way for character animation and could dramatically improve plugins that are dependant on paths to function.
Though I must admit, the bezier idea is cool, just a bit tricky to implement.