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Jul. 15, 2024
I really like that TailDemo you have set up there d:
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But i can kind of see, while messing with it, what you mean by it being a hassle for animation.
So i have been trying to tweak it a bit to see if i can come up with something cheeky.
First i tried making a separate chain above that tail you made and gave it the IK constraint like they showed me at the beginning of this post. And then i added Child of Constraints to each of the T1-T4 bones you had having them follow different bones in the chain above it. The idea behind that was that i could use the IK tail an use your T1-4 bones to tweak small segments in the tail. It worked for the most part, but i was still concerned about how jumpy and glitchy the regular IK tail is. So like you said i could go in and add in some Rotation limitations perhaps now that i remember it. ill try that next.
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But the next thing i did was to have the T1 have a child of constraint to T2 with an influence of .750 and then give the same to T3 being the child of T2. I left T4 alone though.
What this seemed to do is that i could ignore T1 and T3 for the most part and just move T2 to get nice bends in the tail and then use T4 for an extra little curl at the end of the tail or as a head if this is to be used on the neck. Then on top of that i can add an extra controller above T4 that has T2 being a child of it by about 0.333 so that i can just move that last controller to have the tail move around and still have the extra curve of T4
idk d:
lol im getting all creative here now xD
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