How do I make pinning follow a model? What object should I select for the hook modifier? In my case the origin does not move. There are only rotations. I am tracing the image series of a running human by Eadweard Muybridge.

enter image description here.


5 Answers 5


You can use an empty with vertex parenting:

  1. Select a vertex on your non-cloth object and press ShiftS > Cursor to selected

  2. Switch to object mode and add an empty (ShiftA)

  3. With the empty selected (orange) and your non-cloth object active (yellow outline), enter edit mode and press CtrlP > Make vertex parent:

    enter image description here

  4. Back in object mode parent the cloth object to the empty by first selecting the cloth object, then the empty, and pressing CtrlP > Object.

Result (click for html5 video version):

Example gif

  • 4
    $\begingroup$ I get an error "loop in parents" when I attempt step #4. $\endgroup$ Commented Aug 25, 2016 at 5:48
  • 1
    $\begingroup$ "loop in parents" $\endgroup$
    – oxidworks
    Commented Sep 17, 2018 at 12:56
  • $\begingroup$ @oxidworks Works for me. Is it possible you could upload your .blend somewhere? $\endgroup$
    – gandalf3
    Commented Sep 17, 2018 at 18:46
  • $\begingroup$ I add a plane, add physics, subdivide, select vertex, cursor to center, object mode, add empty. Then, additionaly add the place to your selection. Empty is orange. Change to edit mode (plane). [Ctrl] + [P], make vertex parent. So, plane is now the parent of the empty. That's why it's logical that step 4 can not work. $\endgroup$
    – oxidworks
    Commented Sep 18, 2018 at 13:14
  • $\begingroup$ But now I think you meant the cube as object. Making cube vertex parent for empty. But then you still have the problem, that simple parenting the empty to the "plane" has no effect for "plane" physic. ufile.io/p2enn $\endgroup$
    – oxidworks
    Commented Sep 18, 2018 at 13:58

I struggled a lot before figuring this one out:

Having an existing cloth object (the cloth) and sticky object (the object that the cloth will stick to)

  • for the cloth object

    • In Edit Mode, select some vertices and create a new vertex group (Space, Assign to New Group)
      Assign to New Group
    • with those vertices selected, hook them to a new empty object (Ctlr+H, Hook to New Object)
      Hook to New Object

    • in the Modifiers tab, Move the Hook modifier up, before the Cloth Modifier

    • in the Cloth Modifier, activate Pinning, and set the pin the vertex group as the pinned vertices
      Pin screenshot

Then, in Object Mode Select the empty object, then the sticky object, and Press Ctlr+P, Object (Set the parent of the empty object to the sticky object)

Set Parent to object

You should then be set

enter image description here

  • $\begingroup$ wow, that is so cool! thanks $\endgroup$ Commented Mar 21, 2021 at 15:42

The object in the hook modifier is the one you want the cloth to follow. This might be a characters body or you could select an armature and then a bone, such as the neck or hand.

There is a shortcut to creating hooks. Select the object you want to follow then shift select the cloth object and go into edit mode. Select the vertices you want to pin and press CtrlH and select Hook to Selected Object.

If you have an existing hook modifier there will be extra options to adjust the hook settings.

enter image description here

  • $\begingroup$ But which object do I want it to follow, the armature, the mesh, an empty which follows some part of the model... As said, I only have rotations. $\endgroup$
    – user877329
    Commented Jul 22, 2014 at 9:06

You have to specify the pinning in the Physics Tab with the Pinning Option of the Cloth Options. Then the verts of the group will follow the origin of your object.


You dont need a hook.

Add a plane, subdivide and change to cloth. Go to edit mode; select (pinned) vertex, create vertex group and assign. Go to physics, activate pinning, select your vertex group. You can now set any object as parent.

  • 3
    $\begingroup$ Do note that the cloth won't follow deformations of the parent object this way, if that's something you need. $\endgroup$
    – gandalf3
    Commented Sep 17, 2018 at 18:48

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