See video for example of problem: Watch on YouTube

I'm trying to create a cloth string object (made of a mesh with just edges and vertices. No faces) that can be controlled by two end points. Best I could find in my research, hooking both end vertices to hooks (empties being the hook point) seemed like the best option. BUT, when I playback the simulation, the hook points only affect the one vertex they're hooked to; they don't affect the rest of the string.

Is there a way I can achieve this effect of a cloth string that's controlled by two end points? Is there a better way than what I'm doing?

  • $\begingroup$ Could you show an example of your intended goal? $\endgroup$
    – Rick Riggs
    Mar 24 '16 at 0:23
  • 1
    $\begingroup$ I believe the cloth simulation has to have faces to work because of structural stiffness and spring settings. $\endgroup$ Mar 24 '16 at 0:52

Maybe this file can point you the right way:

For simulation these kind of hairy strings, Soft Body Simulation is great. It's relatively fast to calculate, and it works on mesh edges by definition. In the sample scene, I just created an edge and subdivided it a few times. Then I added both end vertices to a group called Pinning, and created a hook for each end.

After that, I added a Soft Body Simulation to it, setting the Goal like this:

Soft Body Goal Settings

So very stiff, high damping, Goal Strength to 1 (so the end points will stick to the hooks), and choosing the Pinning Group to define the goal. When playing the animation, you get this:

String in Action


Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.