How can I make a playable character with tentacles grab and wrap around environment objects dynamically?

I am developing a set of playable (non-bipedal) characters. I have one in particular with multiple tentacles. I would really like to implement a system in which the arms use tracing to detect certain collisions, and then “grab” onto those surfaces. Even enabling the player to move the character up a wall for example.

Let’s say the player is moving up to a small pillar. As the player approaches, I would like a way to cause the character to reach for that pillar, to wrap its tentacle around it, and from there make it look as if the character pulls itself forward, or uses the pillar to quickly swing around. I just want to have these options.

Does anyone have any clue how I could begin implementing such a dynamic animation and latching system? Or where I can go to learn? Thank you!

Probably it would be doable by tracing from every bone of a tentacle. Whole mechanics behind it is pretty intense. You can start of here, starting from 1 hour in the video.

But frankly speaking, it would be easier if you pre-arrange character animations for a set of standardized assets(square pillar, round pillar, ledge, wall,ceiling, etc) and in your level, only those assets would be climbable.

Awesome, thank you for the video. I actually learned a lot about POMs also! I don’t have the technical skills to do something quite as advanced yet, so for now I will take the pre-animated route. Time to start looking for a bored programmer! Thanks!