AnimeNebula003 [2016-10-06 16:45:56 +0000 UTC]
So by the looks of things here you have a couple things wrong, I'll try my best to explain since I usually do much better with using visual aids. So to start your yellow boxes (constraints/joints) don't seem to be connected to the correct physics.
So starting from the left, what I assume is the first bone, the constraint should be connected to both the physics that it is sitting between. That pretty much means that the constraint sitting between physic 1 and 2 should be connected to both of them. When you build your physics in PMD or PMX editor you have two drop down menus when you are in your constraints tab and have a constraint selected. The drop down menu on the left is your leading physic and the drop down menu on the right is your trailing physic.
Another thing I noticed here is that it doesn't look like you have a static physic at the start of your tail. Static physics are the green physics that you usually see on a model's body. Hence it's title, static physics don't move and are essentially for dynamic physics (moving physics) when you want them to follow a certain part of the body. If you add a static physic and have it set on bone 1 of your tail, the bone that doesn't have a physic on it, you can tell the constraint to connect to the static physic and the dynamic physic. That will stop your tail from falling on the ground like what you see here. Static physics don't have to be big and they don't have to be super close to dynamic physics unless you don't want certain physics going through a model. The only thing a static physic needs is to be connected to a bone.
The next problem I see is those bone tips at the end of the tail. I don't know if you have invisible bones at the end of that or not but if you do, go type in the number of the blue bone they are at the end of. Do that and they won't stick in place like what you see here when you turn the physics on.
Let me know if what I explained helped you or if I need to clarify anything.
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