Hello Ev! ^^ I was trying to hook a curve (converted in mesh) to other meshes (my char’s helm and an oxygen tank) to obtain something like a rubber tube deforming itself based on gravity/cloth settings and also based on hooked meshes movements. As always, I checked all transforms were applied, then , for each mesh to hook , I selected the tube’s nearest vertices , ctrl+h (hook to new object) , after that I parented each hook to their relative mesh (ctrl + p - Object). In the end, I setted up cloth physic and collisions. The problem is when I start the simulation, the hooks seem to not work properly because the cloth keeps falling and also it seems to ignore hooked meshes movements. (I created a vertex group per hook also, to be sure).
Should I use pin shapes despite the hooks?
if you really wanna have help, i would recommend providing a simplified blend file or the original blend file. We have no idea what your technical settings are and there a multiple reasons why this can fail. Thx.
No other parenting is required. But keep in mind that hooks create a Modifer that you can edit.
but it is not necessary to add a vertex group here unless you have a reason to restrict the influence to a part of the mesh. But in this case that is redundant.
However, a better set up is to do the same thing but with a bone rig. This way it is much better for animating if you want to do that.
In this case no hooks are required. Just the bone weights, an Armature Modifier and a separate group for the parts of the mesh that the bones will influence.
You can also add hooks to a curve and have a bone be the thing that drives it, so unless you want to UV map the curve it might not even be necessary to convert it to a mesh.
Ehi! @DNorman Yes, I did! @Richard_Culver My intenction is to have the oxygen tube following the helm if it moves. But without cloth physic, only vertex groups are deforming and also , the tube remains rigid, it does not hang, it does not oscillate. Could be the vertex painting the cause ? Because , until now, I didn’t , so It is as default blue. Or Should I declare the tube like a soft body, for example?