Recently, I’ve been trying to model & rig a tail for the raccoon (yes, the creature shown above is supposed to be a raccoon) enemy I’m planning on adding to the game I’m working on but so far I’ve had nothing but trouble in trying to do so.
As shown in the above screenshots, I’ve been having trouble with trying to get the tail’s geometry to work in a way that would allow the tail to be able to bend smoothly, as well as dealing with the surrounding geometry around the tail as it tends to distort when the tail moves which is not desirable in the slightest.
As a alternative I tried to instead extrude the tail at a downwards angle instead of perfectly horizontal, but I couldn’t figure out how to extrude the geometry at a angle instead of along the global axis.
Not that it matters as I feel that simply extruding the a tail outwards probably wouldn’t help the issue of the surrounding geometry distorting when the tail moves. I feel like the geometry around where the tail is suppose to go needs to be modified so it doesn’t distort, but I’m not sure how to go about doing this while maintaining the general smoothness of the geometry around the tail.
I previously managed to accomplish something similar with my main character model’s arm but the difference is that the geometry from which the arm was extruded was more-or-less flat, whereas with the tail, the geometry is instead rounded, making it considerably more difficult to extrude or inset faces.
This problem for me also goes well beyond just making a tail for this particular model. Due to the artstyle of the game I’m working on, almost every creature with limbs has bendy, tube-like appendages such as my character’s arm shown above, along with some type of rounded body kinda like this:

The exact body type might vary from spherical to eggshaped to being more cylindrical in shape, but the vast majority of creatures I intend to make have rounded bodies that make it a lot harder to model the aforementioned tube-like limbs.
So what I need is some method of being able to consistently create a circle in a rounded mesh without it being a huge hassle, and then being able to extrude from that circle to create a cylindrical limb that would be able to bend smoothingly without distorting the geometry of the area around the limb.
Does anyone have any idea on how I can go about accomplishing this?
I also included the Blend file of the raccoon enemy I’m currently working down below, if that helps in any matter.
Any help with this matter would be greatly appreciated!
Blend File:
tail_help.blend (592.1 KB)















