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I am designing a shoe. I had a problem with the design of the straps and it seems like a very difficult job. I want to cross the straps crosswise according to the lower part of the image. enter image description here

I tried to edit the different parts of the shoelace in edit mode, but it seems that the idea is not good at all. Is there a more logical solution to this?

enter image description here

As you can see, manual editing the mesh is not clean idea to do this.


Update

According to the two methods proposed in the answers, the final output turned out like this: enter image description here

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    $\begingroup$ have you thought about using a curve instead of a mesh? or a mesh with Array and Curve modifiers? $\endgroup$ – moonboots Nov 26 '20 at 10:37
  • $\begingroup$ Hello. No i tried to use physics for Falling end of the shoelaces, and also bend modifier for bending the middle; but its hard to control $\endgroup$ – Shamshirsaz.Navid Nov 26 '20 at 10:40
  • $\begingroup$ so, use a curve, bevel it, you can enable the snap option to make it stick to the shoe surface $\endgroup$ – moonboots Nov 26 '20 at 10:47
  • $\begingroup$ I'm trying it right now :) @moonboots $\endgroup$ – Shamshirsaz.Navid Nov 26 '20 at 10:49
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Shoelaces are typically a work for curves in my opinion. You just need to bevel your curve in the Properties panel > Object Data > Geometry > Bevel. If your lace is a bit more complicated than just a simple tube, create a mesh that will be your segment, duplicate it with an Array modifier and make it follow the curve with a Curve modifier.

enter image description here

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  • $\begingroup$ Wow that is so great; Thanks so much :) $\endgroup$ – Shamshirsaz.Navid Nov 26 '20 at 10:56
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    $\begingroup$ You're not telling me you cooked up that boot in 20 minutes? $\endgroup$ – Robin Betts Nov 26 '20 at 11:27
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    $\begingroup$ well, not just me, my whole team and I !! $\endgroup$ – moonboots Nov 26 '20 at 11:44
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A time saving approach.

enter image description here

From left to right:

  • A mesh with few vertices and edges placed at each turning point.

  • Convert the mesh to curve, change its type to "bezier" and its control points to "automatic".

  • Add a curve to the lace object or simply use bevel around the curve.

  • Adjust the control points in their positions and individual length to tighten the curve.

Base geometry is just like this:

enter image description here

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  • $\begingroup$ You could also start with a curve $\endgroup$ – user253751 Nov 27 '20 at 14:57

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