What this is all for is an idea I had awhile back to make a stretchy spine that was constrained to a path.
I've seen reference to it in a couple books "Character Animation in Depth" that Robert suggested a long time back and "Body Language" which is more oriented towards Maya but the ideas are good.
I've struggled with the spines in some of the available rigs.
They are great rigs but the spines just don't work the way I think I want them to.
I may end up learning why they left so much of the articulation to be weighted and manually adjusted but I wanted to try to reduce my pain.
I am also trying to make the articulation completely separated from the geometry bones.
Basically so the geom bones can be simply "oriented like" the underlying rig but have zero affect on the controls.
Thanks for the help as always,
Here is what it looks like so far.
Click to view attachment