fair question, blender model would be more efficient, but the mesh here is interesting since it's rebuilt every frame, into live physics simulation, instead of pre-author.
So with this this, we got real inertia when you turn, a good wrap around a ragdolling victim's neck, plant legs on actual terrain to walk, or cocoon two bodies together, every one of those shapes depends on the word's state at that exact moment, there's no animation to bake because the target neveer moves the same way twice, Skinned + IK could fake some of it, but EditableMesh skips the middleMan.
Hello, no, it's not a 3D model originally made in Blender. It's a single EditableMesh, so there's no rig or bones involved—it's entirely code-driven, with the vertices being rewritten every frame.
The mesh is procedurally rebuilt as a tube around a custom Verlet chain, with roughly 22 points per tentacle. It also features custom physics integration, including distance constraints and bending stiffness constraints.