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V1.1
Grow a tail. Or nine. Or become the serpent.
One plugin. No Unity, no Blender, no rigging, no keyframes.
Part of EasyProps โ the plug-and-play procedural prop series by Shadow Venom.
TailForge deletes all of it.
Add ONE plugin to a Person and a fully physical, fully customizable tail grows out of them โ mesh, textures, physics and motion are all generated by code, live, right in front of you. Pick a preset, drag a few sliders, done. Your character has a tail that swings, collides, droops, wags and reacts like it grew there.
And it doesn't stop at tails.
Every one a complete identity โ shape, coat, colors, material and motion.












Same girl, same pose โ just the presets and a couple of sliders (yes, the pom-pom chains are a slider).
CAT โ sleek dark tail with a soft short coat, lazy sway.
FOX โ orange brush with a white fluffy tip. The fox IS the fluff.
FOXY (NEW) โ the realistic fox: a leaf-shaped brush, thin at both ends and fat in the middle, fur combed toward the tip. Built from a community sketch โ this is the one you hang on a real vixen.
DEMON โ long, whip-thin, glossy leather, classic spade tip.
DRAGON โ thick, heavy, keeled scales with an oil-film sheen.
RED PANDA โ chunky ringed plush. Instant cuteness.
WOLF โ silver brush curving up over the back, long guard hairs.
CORGI โ short perky stub with a brown tip, fast happy wag.
SNOW LEOPARD โ long thick smoke-pale tail, charcoal rings.
KITSUNE โ NINE white tails fanning out behind. Yes, nine. All physical, all fluffy, all swaying with their own rhythm.
GUMIHO (NEW) โ the Korean nine-tail: nine leaf-blade tails, cream with white tips, each one a slender pointed brush. If you know a certain nine-tailed fox from a certain game โ yes, her.
SERPENT โ a full lamia lower body: your character's legs vanish and a 3-meter snake body takes their place, scales, belly plates and all, slithering for real.
MERMAID โ a fish tail with fine iridescent scales, a silver belly, diamond-dust sparkle and a big horizontal fluke. Swims with a dolphin wave.
OCTOPUS โ eight tentacles under a mantle skirt. Ink-black with bronze tips, suckers on the undersides, writhing on its own.
Every preset is a starting point โ change anything after.
Serpent, Mermaid and Octopus don't sit ON your character โ they REPLACE the lower body:
Built-in "hide lower body" โ one toggle hides legs, feet and hips (and manages their colliders). No extra plugins needed.
A sculpted hip interface ("cowl") grows from the waist and blends the human half into the creature half โ dialed to sit naturally on the body, adjustable for any morph.
Load in ANY pose. The attach system reads the skeleton's anatomy, not the world โ kneeling, sitting, lying, it seats correctly.
Half girl, half legend, one plugin.
There is no mesh file. There is no texture folder. Everything is generated at runtime:
The body โ a smooth skinned tube with five tip shapes (Point, Round, Spade, Tuft, Fluke), adjustable length, thickness, taper, curl, resolution โ even a "beads" slider for pom-pom chains. New in v1.1: a "belly" slider morphs the profile into a true leaf/spindle (thin stem, fat middle, pointed tip), and "root width" locks the body junction to anatomical size โ build a monster tail, the insertion point stays human-sized.
The skin โ albedo, normal map, specular and gloss maps are all baked by code. Four pattern engines: Plain gradient, Snake scales (imbricate, keeled, with belly plates and saddle markings), Fish scales (fine crescent lattice with per-scale shimmer and a countershaded silver belly), and Octopus (papillae skin with double rows of suckers on the arm undersides).
The colors โ base + tip pickers drive everything: gradients, ring bands (raccoon style), scale shimmer, markings.
Change a slider, watch it rebuild in a blink. No files were harmed.
A proper joint chain with spring/damper control โ stiffness from liquid-soft to muscular.
REAL collision with the floor and scene objects (long serpent bodies drape and drag along the ground properly).
A six-round-hardened anti-explosion system: drag your character around by the gizmo, use "Freeze Physics While Grabbing", teleport them across the scene โ the tail rides along calmly and settles. It survives dancing. It survives everything we could throw at it.
Tail physics never fight the person: colliders are managed and re-exempted automatically, even when VAM regenerates them.
TailForge ships its own shader bundle (auto-loaded, nothing to install):
FUR โ multi-layer shell fur with soft wrap lighting (colored light wraps around the fluff instead of cutting a hard line), per-layer fade for a dense core and wispy edges, streak or speckle coat patterns, up to 32 layers. New in v1.1: a "fur lean" slider combs the whole coat toward the tip โ from standing plush to sleek swept fur.
SCALES โ always-on normal mapping, per-pixel gloss, view-angle IRIDESCENCE and diamond-dust SPARKLE โ the mermaid shimmer.
SNAKE SKIN โ satin sheen with an oil-film rainbow that lives in the specular โ the sunbeam-snake look.
POST-FRIENDLY โ a dedicated depth-ghost system makes the fur play nice with PostMagic Depth of Field: the fluff blurs as one coherent volume instead of tearing into artifacts. (Two sliders let you tune how the fur sits in the depth of field.)
Six motion modes: Still, Sway (lazy figure-8), Wag (happy dog), Slither (traveling S-wave along the body), Swim (vertical dolphin wave), and new in v1.1 โ JET: the real octopus swim. All eight arms snap together in one synchronized power stroke and spread back out slowly, root-to-tip whip included. Speed controls how often it fires; every pulse completes, at any setting.
TIP TRACKING โ point the tail at ANY atom or controller: an Empty you animate in Timeline, your character's own hand, another person. The tail chases it with physics. A tail that performs, with zero keyframes.
Everything is a storable โ presets, sliders and colors all save with your scene and can be driven by triggers.
Global tail switch โ tail enabled toggle + toggle tail action, fully trigger-driveable. Tail on, tail off, mid-scene, no plugin reloading.
Transformation fade โ Fade tail in / Fade tail out with a custom duration (0.1โ30s). The tail materializes or dissolves; on Serpent / Mermaid / Octopus the legs crossfade the opposite way โ a real, gradual transformation, one button.
Timeline-ready โ the fade rides a plain tail opacity storable (0โ1). Keyframe it in Timeline for any curve you want: slow-burn transformations, flickering spirit tails, you name it.
Preset files โ export your tail to a .json, import someone else's. Dial in the perfect tail and share it on the Hub or Discord โ the file carries the complete identity: shape, coat, colors, material, motion.
Add the plugin to a Person atom: TailForge.cslist
A tail appears within a second. Open the plugin UI.
Pick a Style Preset. Dial colors and sliders to taste.
For Serpent / Mermaid / Octopus: the preset handles everything (including hiding the lower body). Use cowl height / flare and the offset sliders to fit the hip interface to your morph.
Optional: set a Track Atom + strength and watch it perform.
Load order, pose, scene โ none of it matters. It just works.



Up front about the edges, so nothing surprises you.
This is an appendage/body engine, not a Person replacement: the tail is physical and collides.
Performance scales with what you build: a single fluffy tail is cheap; the Octopus runs 72 rigidbodies and 8 chains โ fine on a gaming rig, but keep an eye on it in heavy scenes.
Fur + Depth of Field is a fundamentally hard combination in Unity's old post stack. TailForge's depth-ghost handles it well, and you can always toggle fur depth ghost off for a dreamy soft-focus look instead.
Serpent-type bodies assume the scene floor is at ground level for their resting drape. On elevated platforms, expect to nudge.
If you resize the Person, hit Rebuild tail now once.
v1.1 โ the community-request update. Thank you TheGesterr & KuRO!
2 new presets: FOXY (realistic leaf-profile fox brush) and GUMIHO (nine leaf-blade tails) โ 15 total.
3 new shape axes: belly (leaf/spindle profile), fur lean (comb the coat toward the tip), root width (the body junction stays anatomical no matter how big the tail gets).
JET motion mode โ synchronized octopus power stroke: snap together, spread slowly, like it's pushing water.
Global switch โ tail enabled + toggle tail, trigger/plugin API included.
Transformation fade โ timed fade in/out (up to 30s), serpent legs crossfade in reverse, and a Timeline-keyframeable tail opacity axis.
Preset export/import โ save your tail as a .json file and share it.
v1.0
Initial release: 12 presets, 4 skin engines, 3 custom shaders + depth ghost, 5 motion modes, tip tracking, multi-tail (1-9), lower-body forms (Serpent / Mermaid / Octopus), full physics with anti-explosion suite.
Made so your characters can be a little more legend and a little less human โ
without you ever opening Unity.



without you ever opening Unity.