Ok, now it s time to show the classic ik way focused in the tail.
First, add 5 bones named tail.001 to tail.005 from the base of the tail (or tentacles) to the tip. After that, extrude one bone more. Name it CTLtail-ik.


Go to pose mode Select the CTL bone and then the tail.005. Press SHIFT+I. This will inmediatly create the constraint targeted but the chain lenght is still at 0. It must be changed to 5. And now the IK already works.


Add 5 segments for every bone except the CTL one.
Happy blending!!
But wait! there is more! Actually that s the simplest way, but really good to make a whip. In the case you want it to be more complex but also more accurate, instead of extruding the CTL, Duplicate it from tail.005. Do the same with the tail.008. Name the one at the tip CTLtail-ik.tip and the middle one, CTLtail-ik.mid.
Now select CTLtail-ik.tip and SHIFT+select the tail.005. With both selected, press CTRL+SHIFT+C and add copy transforms. Now select again CTLtail-ik.tip and SHIFT+select the tail.004. press SHIFT+I to add a targeted ik constraint. just change the lenght to 2. Add another ik constraint in the tail.002 bone but targeted to the CTLtail-ik.mid, also with 2 in the chain lenght.


There! Now that s a better tutorial for a ik tail!
What is missing is the skinning of the mesh to the rig. To test it, just parent the mesh to the armature with automatic weights. That should do it for now.
Happy blending!
Related articles:
The cat with 4 tails: tail 1: the spline ik tail
El gato de 4 colas: cola 1: cola spline ik
The cat with 4 tails: tail 2 curvy tail
El gato de 4 colas: cola 2: la cola curva











