I'm trying to optimize the path constraints to work with tails on a character. However there seems to be a problem with this especially when constraining the bones to the path itself. Now, I've tried adjusting the spacing, size, and recreating the bones itself (Holding the alt key). However, I still cannot figure out how to position the bones properly to work with the tail. I don't know how to. The issue seems to be when the pathway hits a curve. When the bones hit a curve and they are constrained, this prevents me from individually rotating one bone and forces me to rotate them all in order to get the ideal positioning of the bone itself. I've watch the paths sample projects walkthrough on Søren Nielsen's page multiple times. As well, as taken a gander at the Stretchy example project in the spine files; but, I can't seem to stop the mesh from freaking out when the bones are binded to the mesh(The ones that are applied to the path contraints) without the mesh morphing into something completely outside of the scope.
Here is an image of what I am talking about.
Here is another images demonstrating the issue

The first bone shifts to the parent bone for some reason.
Also, one last thing, I noticed a feature called "Add point," but did not know what it was used for. I'm trying to find it in the documentation. however I can't located, I think its for adding pivot points to a bone structure. However I'm not sure.
