 So you wish there was an easy way to model tails, chains, and cords. Not a problem. This trick, once again, is courtesy of my little bro. He heard your message and was like, Hey, I got one more trick I think the people would like. So here we go. Start with any shape you want. Just make sure that the top and bottom faces have been deleted and press Ctrl A to apply all transformations. Always make sure that the origin of your object is correct and that you apply all transformations before you apply an array modifier. This part is important. Do not forget to do this. Shift A, Curve, and you can use any curve you want, but I'm just going to use a Bezier. Then click your object and add an array modifier. Pick Fit to Curve and select your curve. Change all factors to zero except Z. Make sure that's set to one. Then check Merge and then add a curve modifier. Select your Bezier curve and pick Z. If it looks a little too low poly for you, click your curve and under Object Data Properties, increase the resolution. Usually these things look best if you have multiple layers going on at the same time. So I'm going to add an additional layer using her spine as the base object. So just repeat the exact same steps, but this time don't check Merge. And under Relative Offset, you can control how many times it repeats. You can also give the front and back ends of the tail their own object if you have one, but be careful because if you change the scale of the curve, that object will also be affected. And once you've gotten that, you can click the curve to edit it any way you want. Press Alt S to scale one side or the other and Ctrl T to twist and rotate it. And obviously you're going to want to be able to control the curves from outside of Edit Mode. So to set that up, go to Pose Mode, click the bone that you want to control that point, then go to Object Mode, then Shift click your curve, go to Edit Mode, click the target point, and press Ctrl H to hook it and pick Bone. And you're done. From now on, every time you move this bone, it will move that point on the curve and the Array modifier will take care of all the spacing in between. You can also hook the curve points to objects instead of bones if you want. The cool thing about this method is the entire tail is really just this object. So anytime that you want to change the design, if you just change the original, the new design will automatically be applied. Hope that helps. If you enjoyed this video, please don't forget to ring that bell. It's the only way you will see my new stuff. Hope you have a fantastic day. And I'll see you around.