FoundryInk Academy Academy / Animation course
Animation course

Bendy Shapes and Tails

Some of the most alive parts of a character are the bendy ones: a cat's tail, a swishing braid, a dangling rope, a wizard's sleeve. In a desktop animation app you might reach for a dedicated curve-bone layer. FoundryInk does not have that, and this tutorial will not pretend it does. Instead you get the real workaround, start to finish: draw a tapered shape, thread a bone chain through it, bind the points so the chain carries them smoothly, and let Dynamic bones do the swaying for you.

Read time about 16 min

1What a bendy shape actually is

A bendy part is any long, flexible shape that curves along its length: a tail, a rope, a strand of hair, a tentacle, a scarf. The trick is that it should bend smoothly, like a real rope, not fold at hard hinge points like a robot arm. To get that smooth curl you need two things working together: a shape that can deform, and a chain of bones running down its backbone to steer it. This whole tutorial is about wiring those two things up so the chain carries the shape like a hand carries a ribbon.

A rigged tail on the Animation stage: one long, tapered shape beside the character.
A rigged tail on the Animation stage: one long, tapered shape beside the character.See the full screen
If your bendy part only needs to swing at one joint (a stiff pointer, a signpost), you do not need any of this. A single bone is enough. Save this workflow for things that curl.
Pro note
Tails, ropes, braids, sleeves. Anything that should flow instead of clank. That is what we are building today.

2There is no curver layer here

Be clear on this up front. Some desktop animation software has a special bendy-bone or curve layer that turns a bone chain into a smooth spline automatically. FoundryInk does not have that feature, and there is no button to add one. Do not go hunting for it in the panels; you will not find it. Everything you need to get the same result is already here, it just takes a short recipe instead of one dedicated layer. That recipe is the rest of this page.

This is the single most common thing people arrive expecting from another tool. Knowing it is absent now saves you twenty minutes of searching later.
Pro note
No secret curve layer, I promise. But stick with me, the workaround gives you the exact same swishy tail at the end.

3Open a vector surface to draw on

Bendy parts start as drawn vector shapes, so you want a surface you can both draw on and rig. In the Animation studio, add a vector layer with the Vector add-row button, or open the drawing surface with Draw and rig. The surface opens with three top modes: Draw, Rig, and Test. You will draw the tail in Draw, build its bones in Rig, and jiggle it in Test to check your work, all without leaving this surface.

The timeline's add-row buttons, with Vector adding a vector layer.
The timeline's add-row buttons, with Vector adding a vector layer.See the full screen
The Draw and rig button in the Animate panel, which opens the drawing surface.
The Draw and rig button in the Animate panel, which opens the drawing surface.See the full screen
Draw and rig keeps the artwork and the skeleton in the same place. That matters here, because the bones have to line up exactly with the shape you drew.
Pro note
Three modes, one surface. Draw the tail, rig the tail, test the tail. You never have to guess where anything went.

4Draw the centre line of the tail

In Draw mode, pick Add Point and click a series of points that trace the backbone of your tail, from the base where it joins the body out to the tip. Six to ten points along the length is plenty; more points means smoother bending but more to manage. Keep the spacing fairly even so the bend looks natural later. Press Esc to finish the line open (you want an open line here, not a closed loop). This centre line is the skeleton of your artwork before any bones exist.

If a freehand feel suits you better, use the Freehand tool, which fits your drag to a smooth curve when you release. Then thin out stray points with Simplify in the Curve group.
Pro note
This line is the tail's backbone. Everything else, the width, the bones, hangs off it.

5Round the line so it flows

A tail should curve, not zigzag. Select all the points on your line, then in the contextual Curve group choose Smooth to round the corners into a flowing line. If a spot is too loose or too tight, grab the Curvature tool and drag up to round a point more or down to sharpen it. Aim for a gentle, even sweep, the resting shape of a relaxed tail. This is the pose the bones will start from, so make it a comfortable one.

The Curvature tool's hint: drag up on a point to round it off, drag down to sharpen it into a corner.
The Curvature tool's hint: drag up on a point to round it off, drag down to sharpen it into a corner.See the full screen
Do not draw the tail already curled into an S. Draw it in a calm, neutral resting curve. You will make it curl and swish later with the bones, and a neutral rest pose bends more predictably.
Pro note
Smooth first, dramatic later. A calm rest pose is a tail that behaves when you start animating it.

6Give it width with Line Width

Here is the taper trick, and it is the heart of the look. Rather than drawing two outlines and filling between them, use the outline itself as the body of the tail. In the Fill group pick Line Width and drag along the line to make it thick at the base and thin toward the tip. A fat root tapering to a fine point reads instantly as a tail, a horn, or a brush of hair. You are literally painting the thickness onto the stroke, no second shape required.

Line Width picked: drag up or down on a point to thicken or thin the curve it belongs to.
Line Width picked: drag up or down on a point to thicken or thin the curve it belongs to.See the full screen
Line Width varies the thickness point by point, so you can bulge the middle of a tentacle or pinch the neck of a rope. Drag slowly and watch the shape thicken under the cursor.
Pro note
This is my favourite bit. One stroke, thick to thin, and suddenly it is a tail and not a wire. Beautiful.

7Style the stroke and add a fill if you want one

Open the Shape style panel to colour your tapered stroke. Turn on Enable outline and pick a Line colour, or use a Swatch paint like Oxblood or Amber for a quick pick. If your tail should be a solid colored body rather than just a line, you can also build a closed shape around it and turn on Enable fill with a Fill colour, but for most tails and ropes the tapered stroke alone does the job. Keep it simple; a bendy part reads by its motion more than its detail.

The Shape style panel: Enable fill, Fill colour, Enable outline, Line colour, Line width and swatches.
The Shape style panel: Enable fill, Fill colour, Enable outline, Line colour, Line width and swatches.See the full screen
A Gradient along the fill (lighter at the tip, darker at the root) sells depth on a chunky tail. Add a stop with Add stop and drag it along the line.
Pro note
The stroke can be the whole tail. You do not always need a fill. Less to bend means smoother bending.

8Switch to Rig and lay the first bone

Now the skeleton. Flip the surface to Rig mode and pick Add Bone. Starting at the base of the tail where it meets the body, drag from the start of the bone to its tip, following your centre line. This first bone is the root of the chain, and it is what you will parent the tail to the body with later. Keep it short enough that the whole tail will take several bones; a good chain has room to curve, and one giant bone cannot curl at all.

Rig mode's Bones panel with the root bone Tail 1 selected and named.
Rig mode's Bones panel with the root bone Tail 1 selected and named.See the full screen
The root bone should sit right at the join to the body. That way, when the body moves, the whole tail comes along, and the tail's own sway happens on top of that.
Pro note
First bone at the base, aimed down the tail. This is the anchor the whole swish hangs off.

9Chain the rest of the bones down the length

With the first bone still selected, drag Add Bone again from its tip to build the next link; because the selected bone becomes the parent, each new bone chains onto the last automatically. Walk your way down the tail, four to eight bones total, ending at the tip. More bones give you a smoother, more controllable curl; fewer bones bend in blockier chunks. Line each bone up along your smoothed centre line so the skeleton and the artwork share the same backbone. When you are done you have a jointed chain running the full length of the shape.

The bone Tail 4 with its Parent set to Tail 3, chaining it onto the bone before it.
The bone Tail 4 with its Parent set to Tail 3, chaining it onto the bone before it.See the full screen
Match the number of bones to how bendy the part is. A stiff rope tail is happy with four bones; a whip or a long braid wants seven or eight for a proper ripple.
Pro note
Each new bone snaps onto the last. Just keep dragging tip to tip and you are laying a backbone, joint by joint.

10The key step: Flexi Bind the points to the chain

This is the step that replaces the missing curve layer, so read it twice. With your bone chain built, choose the Flexi Bind bone tool. Flexi Bind tells the drawn points to follow the whole chain smoothly, each point weighted between the nearby bones, so when the bones bend the shape flows around the curve instead of snapping at each joint. Apply it to your tail's points and the shape will now bend like a real rope. This is the difference between a smooth swish and a folding cardboard cutout.

Flexi Bind picked in Rig mode; the status line under the canvas counts 13 points bound.
Flexi Bind picked in Rig mode; the status line under the canvas counts 13 points bound.See the full screen
Flexi Bind is doing the smoothing that a dedicated curve layer would do elsewhere. If your tail creases sharply at the joints, you almost certainly used a hard bind instead of Flexi Bind, redo this step.
Pro note
This is the key tool. Flexi Bind. Use it and your tail stops folding and starts flowing.

11Bind Points versus Flexi Bind, and when to use each

There are two ways to attach points to bones, and picking the right one matters. Bind Points locks the selected points rigidly to a single bone, so they move as one solid piece, perfect for a stiff paw or a rigid claw at the tail's tip. Flexi Bind spreads each point's influence across the chain for smooth bending, which is what the flexible length of the tail needs. A common pattern is Flexi Bind for the whole bendy body, then Bind Points to nail a small hard detail like a spade tip or a tuft to its own bone.

Bind Points picked: select points in Draw, then click a bone to lock them to that bone alone.
Bind Points picked: select points in Draw, then click a bone to lock them to that bone alone.See the full screen
Mixing the two is normal and good. Flexi for the flowing part, a hard Bind Points for any little rigid ornament on the end. That keeps the tip crisp while the length ripples.
Pro note
Flexi for the flow, Bind for the bits that should stay solid. Two tools, one happy tail.

12Test the bend before you trust it

Flip the surface to Test mode, which lets you drag the bones to preview motion without saving anything. Grab the tip bone and drag it around; the whole tail should curl and follow in a smooth arc. Watch for two problems: hard creases at a joint (usually a hard bind that should be Flexi Bind) and points that get left behind or stretch oddly (a point that missed the bind). Fix anything ugly now, back in Rig mode, while it is cheap. Nothing you do in Test is kept, so drag freely.

Test mode: dragging the tip bone curls the whole tail in a smooth arc.
Test mode: dragging the tip bone curls the whole tail in a smooth arc.See the full screen
Test mode is your free playground. Yank the tail into shapes it will never actually make, just to be sure it never creases or tears. Better to find a flaw here than mid-animation.
Pro note
Drag it around like a cat toy. If it curls smoothly at every angle, your bind is good. If it kinks, back to Rig you go.

13Add Dynamic for natural sway

This is the part that makes the tail move on its own without you keying every wiggle. Select a bone in the chain, open the Bones panel, and tick Dynamic. That turns the bone into a spring: when the body moves, the bone lags and swings and settles by itself, like real weight on the end of a tail. Three sliders shape the feel: Stif (how firmly it springs back), Damp (how quickly the wobble dies down), and Inert (how much it resists starting and stopping). Tick Dynamic down the chain and the whole tail follows the body with a natural delayed swish.

The Dynamic checkbox in the Bones panel, with its Stif, Damp and Inert fields below.
The Dynamic checkbox in the Bones panel, with its Stif, Damp and Inert fields below.See the full screen
Turn Dynamic on for the middle and tip bones, but often not the root, you usually want the base to stay planted to the body while the length trails. Experiment; a floppier tail wants more bones dynamic.
Pro note
This is the free lunch. Tick Dynamic and the tail sways on its own when the character walks. You barely animate it at all.

14Tune the spring: Stif, Damp, and Inert

The three Dynamic sliders are worth understanding by feel. Raise Stif for a taut, quick-snapping tail like a stiff cat tail; lower it for a loose, floppy rope. Raise Damp to make the wobble settle fast (a heavy, wet tail); lower it to let it ring on and on (a light, whippy strand). Inert adds weight to the ends, so the tip lags further behind and overshoots more, great for a heavy tuft or a weighted rope end. Nudge one slider at a time and preview, because they interact.

The Dynamic spring fields: Stif 120, Damp 0.3 and Inert 1.
The Dynamic spring fields: Stif 120, Damp 0.3 and Inert 1.See the full screen
There is no scene-wide wind panel in the build, so all your sway comes from these per-bone springs. The per-bone Ignore wind checkbox exists but with no wind system it is a no-op for now.
Pro note
Stif is springiness, Damp is how fast it calms down, Inert is the weight on the end. Tweak one, watch, repeat.

15Parent the tail to the body and finish up

Finally, connect the tail to the rest of the character. Select the tail's root bone, and in the Bones panel set its Parent to the body or hip bone it should hang from. Now when the character moves, the tail travels with the body, and its Dynamic bones add the sway on top automatically. If the tail's root should twist as the body turns, you can also drive it with Angle from a control bone and a Ratio, but for most tails, parenting plus Dynamic is the whole job. Save, and you have a living bendy part.

The root bone Tail 1 selected in the Bones panel; its Parent is None (root bone) until set.
The root bone Tail 1 selected in the Bones panel; its Parent is None (root bone) until set.See the full screen
If the tail drifts away from the body when the character moves, its root is not parented, or is parented to the wrong bone. Check the Parent field first; that is nearly always the culprit.
Pro note
Parent the root to the hip, and the tail goes everywhere the body goes, swishing the whole way. That is the finish line.

Build a bendy tail

Draw it, taper it, chain it, Flexi Bind it, make it sway. Links into the app. Saved on this device.

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Bendy shape questions

No. There is no curver or bendy-bone layer, and no button adds one. You get the same smooth result by drawing a shape, running a bone chain through it, and using Flexi Bind so the chain carries the points smoothly. That workaround is what this tutorial covers.

You almost certainly used a hard bind instead of Flexi Bind. Bind Points locks points rigidly to one bone, which creases at the joints. Redo the bind with the Flexi Bind tool, which weights each point across the chain for smooth bending, and the folds turn into a flowing curve.

Draw a single centre line, then use the Line Width tool in the Fill group and drag along the stroke, thick at the base and thin at the tip. The stroke itself becomes the tapered body of the tail, so you never need a second outline or a fill between two edges.

Four bones for a short, fairly stiff tail; seven or eight for a long braid, whip, or tentacle that should ripple. More bones mean smoother, more controllable bending but more to manage. Match the count to how flexible the part needs to look.

Select the chain bones, open the Bones panel, and tick Dynamic. That turns each bone into a spring that lags and settles when the body moves. Tune Stif for springiness, Damp for how fast the wobble dies, and Inert for weight at the ends. Usually leave the root non-dynamic so the base stays planted.

No scene-wide wind panel exists in the build. All sway comes from per-bone Dynamic springs. There is an Ignore wind checkbox per bone, but with no wind system it currently does nothing. For a blowing-in-the-breeze feel, animate a bit of body motion and let the Dynamic bones trail.

Yes. Flexi Bind the flowing length of the tail, then use Bind Points to lock a small tip ornament (a spade, a tuft, a knot) rigidly to the last bone. That keeps the little detail crisp while the length still ripples smoothly.

Its root bone is not parented to the body, or is parented to the wrong bone. Select the root bone and set its Parent in the Bones panel to the hip or body bone. Then the tail travels with the character and its Dynamic bones add the sway on top.

You built a tail that lives

No curve layer needed. You drew a tapered shape, threaded a bone chain through it, Flexi Bound the points for a smooth curl, and let Dynamic bones do the swishing for free. That same recipe builds ropes, braids, sleeves, and tentacles. Next up, teach a single bone to fix its own bends automatically with smart bones.