I said that points would not be totally controlled by bones for one reason.
Regardless to the big amount of bones (less than with springy) I have realized that if you make a pretty front view, the simply horizontal translation of the points to its corresponding side view positions, will not produce a pretty side view. It is due to the curvature effect of the lines on each point. So or you change the curvature or you tweak the points.
As you can see in my giraffe model I have a lot of extra points to give curvature control by the position of them (those points are not part of the final shape). Those points will not be controlled for bones never. They have not 3D meaning. I prefer to control points instead of curvature (more visual).
Even an intermediate point (not final line) need different curvature depending on its position (side or front). Even more changes if you consider up and down movements. So, all points controlled by bones will produce again a 2.5D rig and not a 3D rig (the curvatures are valid for a -3/4 to 3/4 view only).
Then, if we want to push the model beyond 3/4 we need (in my opinion) hand point tweaking.
Anyway we can rig ALL the points of our models and later if needed teak points where needed (points and not .pt bones). I mean move points with move point tool.
Regarding to how to rig the model it is basically a question of:
1) Have the front and side models available.
2) Insert a "central" bone at the desired 0,0,0 position. In my screen shot it was the selected one. It must be horizontal to make all work properly.
3) All the .pt bones must be linked to it.
4) Each .Rx bone properties (length) can be easily found in the front view. Just make a bone with a length the same between the central x coordinate and the target .pt bone. If the .pt bone is at the left of the "central" bone just make its length negative and the same value. Every thing at frame 0.
5) Each bone .Ry is obtained from the side view. Place its origin at the imaginary position of the central bone in that view. Of course the side view is displaced from the front view (I have it in another layer) to make the front view clear ant not a mess of lines. Once you have placed the bone origin, place its end to the corresponding position of the .pt bone in the side view.
That's all.
See my WIP screenshots.
Also the ability of have "central" bones is a very interesting thing to make the limbs, fingers and so on. You can link them in cascade to perform a two or more sections limb.
Also the central bone allow you rotate the whole model in the Z axis!! Total control!!
I'm glad to give you the math. Also the understanding on 3D rig is an important thing to share. Once this tip is fully researched I should make a new video tutorial. It would be easier to understand.
Continue thinking on scale the .pt points.
-G