It all depends how sophisticated you want to get. Is it just an effect or is it a fundamental requirement of your game/simulation? Does it need to be accurate or can it be an approximation?
- Soft bodies work in some cases (and indeed do what you have in the image above), but forces don’t tend to propagate very far along them. They are also rather mesh resolution dependent.
- You can simulate it as a bunch of linked rigid bodies. I’ve done this quite frequently.
- Solutions in python tend to be slow, particularly if you intend on recalculating the physics each frame to keep collisions accurate.
- Bones and vertex groups take a lot of work to set up.
If you come up with a good way, I’d like to hear it. It is possible that a combination of linked rigid bodies and a weighted bone mesh could yield nice results.
@thatimster:
I’ve successfully simulated chains of >150 length with the rigid body method. Even with the substeps at maximum performance was fine on an i7 4790