I'm trying to create a simulation of a phone receiver which is attached to the phone base via a phone cord. I want the cord to dangle and stretch the same as a real coiled phone would, but without the headache of manually animating it.

After reading several tutorials and watching this helpful video, I've created what I think is a realistic looking phone cord using a nurbspath and a curve circle to provide the bevel shape.

However I now don't know how to attach the cord at both ends to my phone receiver and phone base meshes. I then jumped straight back into the tutorials and quickly determined that hooks might be what I was after. However I've been flicking through youtube tutorials for a bit now and I'm not sure I understand the full behaviour of a hook.

I have tried to do the following:
1. Select my phone receiver (the handset).
enter image description here

  1. Select the phone cord (nurbspath).
    enter image description here

  2. Tab into edit mode.

  3. Select only the first vertices on the path.
  4. Press Ctrl+H and select "Hook to Selected Object".
    enter image description here

The result is that I can move my phone receiver and it pulls along the first vertices of the nurbspath. enter image description here

But when I hit the Play button the nurbs path just falls away from the handset as if no hook exists. enter image description here

I will take a good bet I'm doing it all wrong. Happy to take suggestions of a better way to do this.

  • 1
    $\begingroup$ If you make a hook and parent them to the objects, that should do it. What didn't work? Images or a .blend would help a lot. Also see if this question helps: blender.stackexchange.com/questions/2487/… $\endgroup$
    – J Sargent
    Commented Jun 28, 2015 at 13:01
  • $\begingroup$ Thanks for that, I'm working on getting images together now. The question you suggested was one I had already read. In there they suggest using cloth simulation, but I wasn't sure if that would work for my coiled cord. $\endgroup$
    – irwazr
    Commented Jun 28, 2015 at 13:11
  • $\begingroup$ Ok I've tried to implement the solution you suggested using a cloth sim and it's clear now this is the better way to go about this. I thought I needed to simulate the cord using a curve, instead it seems best to make a mesh (from the curve if required) and then simulate it from there. Thanks again. $\endgroup$
    – irwazr
    Commented Jul 16, 2015 at 13:06


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