pretty much everything is wrong with it to be honest.
- you have a multitude of dynamics tags on different parented objects. even on the rig itself.
- you have set the collision shape in each tag to automatic (for the hand you want to set that to moving mesh instead)
- your hand is way too high poly for simulation or in fact anything animation related.
- while your connectors approach is a way you can go, there’s much easier and more flexible ways to achieve what you want. i attached one of them, soft body tag on a cloner. you could then just trace the cloner elements like you did before with the cubes to get your rope, for sim speed sake i’ve put the collider tag on a cube instead of the hand, just drag it onto the hand and notice that the sim now runs around 50 times slower.
dynamics.c4d (4.9 MB)