I think post #3 has the most usable solution.
Hi sinan.ortakcioglu2,
When the joints follow the spline, where is the difference to let the Object be in a Spline Wrap, and have the secondary animations done with a Pose Morph.
For joints along spline:
Please have a look at the two setups below:
https://www.amazon.com/clouddrive/share/En115rhtMmgBogqwQzC1emEsiS1Kl2lY0jyblfayY6R
There is always a chance of Euler-Angle with spline. hence the initial question
I would create a spline path, place it as Spline into the MoSpline (Set to Spline).
With the Current State To Object, you can harvest then a Spline that is very even in point distances.
This goes again into a MoSpline, and this time only a fraction is used, e.g., 0-10%.
An empty Spline goes then into the Destination field, which produces a small Spline. This is also set to Even.
With the Offset, you can now move the short Spline.
Perhaps have the main Spline longer with a straight part to bind the snake.
I have two options in the file, perhaps test what will work best for your set up.
Additional animation is then done with the aid of the existing joint positions, either with expanding the Joint Hierarchy with adding new child objects while leaving the main hierarchy-flow untouched.
All the best