Shiu wroteIf you make sure the "connecting" vertices on the tentacles line up with vertices on the body, you shouldn't need any constraints. Just make sure those vertices have the same weight.
the tentacle is a separate mesh, with it's own rig, I can hook the tentacles base vertices to the body bone, and have same weight, but that will just stretch those points along, and I would still need to manually move the root bone of the tentacle.
anyway these workarounds do help, and minimize manual work, but a constraint to point or points could be handy in my opnion ๐