The tendrils are supposed to come out of the back of the player, and their ends are supposed to lerp towards enemy heads (limit of enemies is undefined as of right now)
but the issue is, these tendrils need to be extended at runtime, meaning anytime they peek out of the player torso, additional parts get added:
to curve them i think you would use bezier curves to make curves for the tendril parts to follow. idk how it would be like performance wise if you recalculate the path every frame in case of movement.
but what i would do (if i had the knowledge) would be creating the first part of the tendrils (the ones that should never cross the head) and making sure they curve outwardly and high enough to not clip through it. then i would make a curve from the tendril to the target, and use math to create parts that extend from the last one to the next point in the curve, until the target is reached, then maybe weld the targets to the end parts??
for the ground slam i would create a new path where the new target position is the original one (when the last part connects) with a vector3 added to it to make it higher. this part is probably really ugly and bad performance wise but i think you’d have to recalculate new paths between the original one and the new one so that the targets don’t just snap into being lifted off the ground.
the process for the part where they actually get slammed into the ground is the same as when they get lifted into air so you’ll just do the same thing but with a new position (and rotate the targets so their heads hit the ground first)
but that’s if you decide to use parts, which might be costly performance wise (i have no idea if it actually would be it just seems like it). what you could do instead is use beams to draw the tendrils instead since you can curve them easily with no (or not much) math.
it might not look as good but it would be less calculations and i think that’s a pro of the beam method