Version 3 has a performance focused design. It’s program is more tidy and has added features to create more opportunities for immersion.
I’m not sure what you’re asking but it sounds like you want the module to register a custom tail. That is mostly available in version 3. You can explore the custom tail examples I included in the download for version 3.
If you’re using version 2 you can still make custom tails but it must be a back/waist accessory with the keyword tail in it’s name and it will automatically be detected as a tail.
this seems really good!
sadly, i might not use this now, but i COULD use it in a future project!!
dont take this as negative its honestly rlly good
although idea:
allow hats to add TuxPhysics with a special tag in the hat maybe, like if it has a tag in the hat description or something then it will render that tail with the tuxphysics tail system
[e.g. get hat description using humanoiddescription, search with keyword like “Compatible with TuxPhysics”, then if so load the physics on that tail]
apologies on how i use hat i just use that term often
lets say i upload a tail or something
you could put in this description “[Compatible with TuxPhysics V3]”
then when the player loads in a game with TuxPhysics, it will check the hat’s catalogue page using humanoiddescriptions, and if the descriptions found it will apply the tail physics
got this to work on one of my projects. also managed to use my custom accessory fixer to fetch the marketplace names, so tails without the “tail” accessory instance name get picked up by the onAllKnownTailAccessoriesInCharacter function. still very cool