Tux Physics Tails v3 — Realistic Tail Physics for Roblox Characters

Tux Physics Tails

Dynamic tail physics system for Roblox characters.

Tux Physics Tails Demonstration

Created by @R3dTuxedo

Preview

Global Wind Lots of Tails
Tail Optimization Tail Controllers

Features

  • Optimized for Performace - Successfully computed 30,000 physics tails at 60 FPS in Studio without frame drop.
  • Smooth at Any Frame Rate - Uses fixed timestep + linear interpolation for smoothness.
  • Customizable - Easily configure the tail’s stiffness and damping.
  • Scriptable Runtime Control - Programmatically modify behaviours.
  • UGC Accessory Support - Project’s primary goal has been to work with tail accessories.
  • Custom Tail Support - Works with non-accessory tails.
  • Supports R15 and R6 - Automatically handles default Roblox Characters.
  • Custom Character Support - Works with custom rigs and NPCs.
  • Dynamic Character Scaling - Seamlessly handles changes in character scale.
  • Precedural Wag Animation - Built-in idle wagging animation.
  • Character Forces - Moves dynamically with character animations and movement.
  • Global Forces - Reacts naturally to Roblox wind, gravity and custom global forces.

Support the project

Support the project by purchasing Fluffy White Fox Tail of Elasticity.

Fluffy White Fox Tail of Elasticity

There is also a Support TuxPhysicsTails [OPTIONAL] model included in the download:

Support The Project Tail Preview

Earn up to ~28 Robux per sale when others purchase the accessory through your experience — Learn more about affiliate sales

(Accessory is included as an optional model to support the project — no setup required.)

Live Demo

Try it out in-game: Tux Physics Tails Demo

Download

GitHub (Tux Physics Tails)

Installation guide is also on GitHub

License

This system is completely free to use.
Just credit: Tail physics created by @R3dTuxedo in-game or in your game description.
Full license on GitHub.

44 Likes

this is so stupid… god… but at the same time it’z lowkey cool

there coulve been a better use of this doe

3 Likes

???
That came off kind of rude.

A lot of people were using version 2, so I built on it with major improvements. Version 3 is a complete improvement — better performance, runtime control, and a few fun new features too.

I’m open to ideas — what would you have done differently with it?

7 Likes

I think this is really awesome!
Thank you for sharing this. I’m sure a lot of devs will have use for this.

5 Likes

Irony usually means saying the opposite of what you mean for humorous or dramatic effect — like saying “Great job!” after someone clearly messes up.

But what you said:

…is a direct insult, not irony. Then you followed it with:

That’s not ironic either — that’s just criticism of your design choice. There’s no contradiction or clever reversal. Just negativity.

Just for the record — calling something “stupid” and then saying “I’m being ironic” doesn’t really make it irony. It just came off as harsh.

I appreciate the feedback, but just to clarify — the goal of this system was always tail physics. It’s not meant to be a full physics engine or hair/cloth simulator.

I focused on optimization, UGC support, and runtime control — all specific to tails — because that’s where the demand and use case were (as seen from version 2’s popularity).

12 Likes

Thank you, we need more people like you!! :heart::heart::heart::heart:

3 Likes

Happy to help! :)) abcdefg

2 Likes

The physics are nice, but I just don’t see what people would use this for. This sorta seems like the tails Blox Fruits use for one of their fruits.

2 Likes

Failing a argument and calling it Rage bait is the best thing i’ve seen today! Good module @R3dTuxedo

7 Likes

Physics tails are fun. Like ray tracing, it serves no practical use but it’s still appealing. If you’re looking to make a social game or focusing on realism, this is something you could use.

5 Likes

Thank you!! And I agree, I find it funny.

2 Likes

Does the tail “Avoid” Collisions?

3 Likes

Yes, there are no collisions. The tails are essentially a particle which makes them super efficient to compute.

2 Likes

I meant like does it render it in a way that it cannot be inside a part? basically if the tail is facing a wall but ur really close to it, instead of going inside the wall it moves

2 Likes

That is an cool idea however it doesn’t respond to collisions. The tail reacts to linear and angular forces, from character locomotion, gravity, wind, and custom forces.

3 Likes

Now make a morph axe so I can cut them like in Monster Hunter

5 Likes

I honestly seem cool, interesting more than anything.

Good for animal simulation games, or furry things if that’s what you want.

Also, this serves as a base for other similar systems.

2 Likes

Would you also make it work with tail models with segments? I’m going to make slugcat a bit more lively

1 Like

cool awesome great but like … what???

1 Like

What are you confused about? All the information you need is in the post

6 Likes