I think calculating the path in a more dynamic way could be possible too. A reason for that could be you want the spinning to start where you first grabbed the vine, or if the shape of the vine is dynamic.
The first step would be to have a curve fit the shape of the vine, then find the point on the curve that was grabbed.
After that it’s a matter of moving along the vine, and the spin is done by moving along an angle perpendicular to the vine with a distance of 32*sin() or something. You can use cos() for the zelevation or use it to change the zorder. Finally when the end is reached you’d enable the platform behavior and set the speed.
The coiled path around the vine could be refined further by doing some relaxation filter or something. Maybe overkill but it seems to kink a bit otherwise.
I’ll finish up an example tomorrow and see if I can simplify the solution further. At this point I only have twisting around an arbitrary path.