Thank you very much for your very nice feedback, iaec!
The idea of the “scale” isn’t working with animation, as it applies always to the complete Sweep Result at that given moment, hence the wiggling. Nice idea to send a short movie back. :o)
However, even that can be animated to a certain degree. While “weaving” the material will adjust to the new situation and on the end it gets in shape (wishful thinking here or one option is on you to decide). The Spline Warp has the differentiation in Spline length and in current result length, there it would work, but perhaps a lot of set up.
I have attached a sketch from you clip. The orange dots are the areas where the material needs to be squeezed, the dark blue dots where it an expand. In my case above it was 19+18, in this case the total would be 28 at frame 69 and perhaps it should be already 29 already, I can see a little bit of development already. The total amount of “cycles” or rations is the key here of course. :o)
(It could be done with roughly half of these points, but it is so much more tricky to set the curves up.)
For each full rotation we need four: full up, full below, and two intersect areas, then the next. Or for one cycle five if it would stop then. In other words full rotations times four, result of that plus one. I hope that makes sense.
Have a great weekend
P.S.: unrelated to this example, but to your question—The first image you shared reminded me a little bit on the “L-System” in C4D. MoSpline> Turtle.