hooks in 2.5


#1

Hi folks,

I assume I’m being stupid, but:

Hooks in 2.5-- how do you use them? I’ve selected all verts in my object and created a hook. That works fine. But creating a vertex map and assigning it to the hook modifier seems to have no effect on the points being moved. I’d like to be able to create a hook modifier, flood a vertex map to zero, then paint in the movement on verts. Is this possible?

Thanks in advance,
~ K


#2

It does work, at least with a current SVN build. I found the falloff setting is delicate.


#3

Actually your file demonstrates the problem.

The falloff works fine. However, the movement of the empty is not getting multiplied by the values in the group. Either the group is having no effect at all, or I don’t understand its purpose. I would expect that in your file, only the red parts would be moving and anything not red would be static.


#4

Your absolutely correct.
I’ll post a bug report.


#5

So I figured it out. I had to look at MOD_hook.c in the source tree. If you hook to a selected set of vertices, the vertex group is completely ignored. It’s only used if you create the hook modifier by adding it in the modifier stack, then select your vertex group.

If you do this, then the group is used but the behavior makes no sense-- all points effected by then group are pushed towards the object’s local origin, and the hook object specified has no effect. I can’t tell if this is intentional behavior or not but it seems completely illogical to me. There’s also no way to set the verts used after the hook modifier is created?

I think limiting a hook to a selected set of verts is important, but the group weight should always be multiplied against the factor to allow the painting of falloff. Now, I haven’t used hooks in Blender before so I don’t know if that’s not how they were designed, but it’s the only thing that makes sense to me.

Thanks for your help, btw. It’s nice to know that I’m not crazy.


#6

This is now fixed in SVN

[#24263] Hooks influence area with vertex group assigned is not effected
changes…
use vertex weights when hook indices are used.
use force as well as vertex weights (overall multiplier), before when vertex weights were used force was ignored.
rearranged the loops to be less confusing.
falloff now in its own function.
falloff curve slightly different, smoother towards the center /w 2 less sqrt calls.

Man I love the Blender devs :bowdown:


#7

Yep, it’s fixed!

The behavior if you don’t create it with selected verts is still very strange, but at least one of the situations works.

Thanks for your help. It’s nice to be able to bounce ideas off fellow Blenderheads. :slight_smile:


#8

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