Tux Physics Tails — by @R3dTuxedo
Bring your Roblox avatars to life with dynamic physics for tail accessories!
Download the TuxPhysicsTails Loader
Get started by downloading the loader script:
TuxPhysicsTailsLoader (Version 2.1) — @R3dTuxedo.rbxm (2.8 KB)
Recommended Placement:
Place the script inServerScriptService
for better organization.
How It Works
-
Automatic Updates:
The script ensures the latest version is loaded when the server starts. -
Custom Tail Accessories:
Developers can add unrecognized tail accessories manually.
Don’t forget to inform me so I can update it for others too! -
Custom Behavior Properties:
A configuration table is provided in the loader script.
Preview
-- Some accessories have unusual names and are not recognised as tails.
-- These may include items like "White Kemono Dragon Tail" that are valid tail accessories but load in as "cube.012accessory".
-- Add these accessory names (loaded in name) to the table below to ensure they are properly recognized as tails.
-- If you discover new tail accessories with unusual names, please inform the author (@R3dTuxedo) so they can be included in future updates.
includedAccessories = {
-- Add accessory names as strings here, for example:
-- "cube.012accessory",
},
-- Character models (must contain a humanoid) that are a descendant of these instances will have tail physics.
-- This is used for non player characters.
-- Overlapping descendants (or duplicate references) is not a problem. It will not calculate the tail physics more than expected.
-- Avoid using instances that arn't always replicated to the client.
includedDescendantCharacters = {
-- Add instances here where you will find descendant characters, for example:
-- workspace.Characters,
},
-- Different elasticity calculators work with different stiffness, damping, linearAmplitude and angularAmplitude.
--[Recommended Configuration]
----------------------------------------------------------------------------------------------
--| Method stiffness damping linearAmplitude angularAmplitude |--
--|-------------------------------------------------------------------------------------------
--| Default 140 320 Vector3.new(3, 1.5, 3) 0.16
--| RungeKutta 180 3 Vector3.new(3, 1.5, 3) 0.16
--|
method = "Default", -- "Default", "RungeKutta"
-- More stiffness is less flexible.
stiffness = 140, -- Vector3 or number
-- Resistance due to drag (slow down).
damping = 320, -- Vector3 or number
-- Forces influence on tail from linear movement (walking around).
linearAmplitude = Vector3.new(3, 1.5, 3), -- Vector3 or number
-- Forces influence on tail from angular movement (turning around).
angularAmplitude = 0.16, -- Vector3 or number
-- When the tail has no forces acting upon it, it will sway to create a "wag" effect.
-- This is how much the tail will wag.
tailWagAmplitude = 1, -- Normal wag amplitude is 1
-- This is how fast the tail will wag.
tailWagSpeed = 1, -- Normal wag speed is 1
-- All avatar forces are applied at normal time so changing this can have unusual effects.
timeScale = 1 -- Normal time is 1
Acknowledgment
If you use this script, please credit @R3dTuxedo prominently in one of the following ways:
- Include a mention in your game description, or
- Add credits clearly within your game (e.g., a UI element or sign at spawn).
I’d love to see your creations! Let me know if your game uses Tux Physics Tails, and I’ll check it out!