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I spent a fair chunk of my Sunday trying to tether one object to another, it's two circles, one red and one blue, with a black "rope" in between them. I want to essentially stick each end of the rope to both circles and have it behave like a rubber band or rope. I pull the red circle down, the rope should behave like a rope and point diagonally still attached to the blue circle above. I searched and couldn't quite find anything on here. I also looked for videos and again nothing quite matching what I need. I would appreciate a link or some advice, thanks. :S

https://imgur.com/a/8jzHmn2
https://www.dropbox.com/s/wlczg53ptvqxtkh/Dots.rar?dl=0

I've created an example project for you with two different skeletons.
ropetest.zip

One of them using a path, so you can make the rope bend, and another one where the rope is always straight.

Things to note in the path version:
The path constraint rope-path has it's spacing set to 25%, this ensures that the four bones are always the entire length of the path. You can transform the center vertex on the path to bend the path.

Things to note in the straight version:
Here I use Inverse Kinematics to ensure the bones are always rotated to look at the opposite circle. This ensures that the weighted mesh used for the rope doesn't lose it's volume.

I hope this helps.

Shiu a écrit

Thanks, admittedly I did not have much time today to work on this but the second rig is exactly what I wanted. "straight version"
I tried to basically reverse engineer what you did. The bones are IK of one another, the rope mesh is also tied to the bones and the circles are each binded to the circle. results below. This looks kinda like a bootleg version of your 2nd version. You can see there's a little bit of wobble when I move a bones around, not sure why.

https://www.dropbox.com/s/x532st5sm1mc62z/Dots%202.rar?dl=0

Wobble can be IK calculation, but I'm not seeing any wobble here when I load the project.

2 ans plus tard
Søren a écrit

I've created an example project for you with two different skeletons.
ropetest.zip

One of them using a path, so you can make the rope bend, and another one where the rope is always straight.

Things to note in the path version:
The path constraint rope-path has it's spacing set to 25%, this ensures that the four bones are always the entire length of the path. You can transform the center vertex on the path to bend the path.

Things to note in the straight version:
Here I use Inverse Kinematics to ensure the bones are always rotated to look at the opposite circle. This ensures that the weighted mesh used for the rope doesn't lose it's volume.

I hope this helps.

Hi, I've loaded the project and saw in the path version that the path is somehow linked to the bones "red" and "blue" how do I make that?
If I create the path in the red bone, I cannot link the last vertex to the blue bone, am I missing something?

Thank you Erika, you are my hero!