Scene file attached. You’ve seen an iteration of it before
There are two models in the file: Group 1 Builder assembles the structure, and Group 2 Mesh animates the “launch” action. I swap them in the video edit. I used FFA instead of PoseMorph only because mesh is pretty dense and FFA seemed a simpler approach. But the control issue sort of undermines that.
I added the bias as you suggested, and it works pretty well - the level of control is not so great (it squashes more than I intended, but actually looks pretty good). It works well enough to get by in this instance, but if I was wanting to do something more complex than just springing off, it would be a problem.
In the display, bias seems to only affect one side of the curve - easing out but not easing in. The string of keyframes looks like teeth on a saw. And the action is much different than I expected given the profile - getting a deeper squash than I planned. Again, it works OK in this instance, but would be hard to manage in a more complex move.
It would be nice if I could use a constraint so the “Hexagons” block tracked better with the “Launch Pad” on the way down (though I like the delay in catching up - adds some squash and stretch follow through, only I’d like to be able to do it on demand and not count on serendipity). I know there’s a way to constrain to a vertex when using a spline, but I didn’t see that option with a block of mesh. Then again, what do I know?