I am manually generating a tail for a character out of many copies of the same mesh which need to be individually moved and scaled by smaller and smaller amounts (example multipliers: 0.97, 0.97^2, 0.97^3, ...). Actual tail used in game could be composed of many dozens of copies of the mesh, resulting in a fairly repetitive process to add these.
Additionally, the character will have various styles and sizes of tails, so the process would have to be repeated for the different lengths because the scaling factors change for a smaller number of segments (i.e: tail has to shrink to a tip faster).
I was thinking this could be a relatively easy to add and useful feature for AnyPortrait, the ability to auto-generate such a tail with the scaled mesh copies and bones, given the following user input: * initial scale
* final scale
* initial segment spacing (also affected by scale)
* segment mesh type
* optional extra tip segment different from the others
It would be great if you would consider adding such a feature!