Constraints meant for animation are affecting player physics

The player character in my game has a tail that i want to be “procedurally animated” via constraints
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The problem comes from the fact that i’m using a LinearVelocity to make the tail stay upright and prevent this from happening
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But the LinearVelocity also affects the player aswell by pulling down constantly, messing with their jumping

I’ve tried putting an anchored part that constantly teleports to the torso every frame, but it causes a weird effect where the tail would jitter and lag behind the torso.
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(The start of the tail is meant to align with the yellow dot on the torso)

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