Characters tail entering other objects and meshes...

I wonder if there is a “best practice” on how to prevent a characters tail from entering other objects and meshes?

Any ideas and help welcome!

I’m not sure many games bother with this, as it is clearly not required for success. Witness any one of the larger Souls-like bosses and how their tails are constantly in geometry.

The simplest best practice is to design your level so that this is minimized I suppose. Or if it really bugs you then some kind of collision-based IK solution to bend the tail after its natural animation, but that’s where computers physics are notoriously unstable: when involved in many conflicting contacts and collisions.

thank you!

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