One thing that was unclear to me was if this should be a simple rigid rotation, or something like what you have in 3D graphics where you have a "bone" inside a mesh (like, for an arm), with vertices of the mesh attached to that and a few other bones to different extents (vertices having "weights"). The bone is essentially just a transform matrix in a local coordinate system, so if you rotate the bone, the attached vertices rotate, but maybe some of them are influenced less (move less) than the others (e.g. at a joint). Wasn't sure if the open end of the curve was essentially such a joint.
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