Manual/Hooks

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Hooks are similar to Shape Keys in that they deform a mesh over time (frames). The difference is that hooks make it look like the mesh is snagged with a fish hook. Moving the hook moves selected vertices under the influence of the hook (which is really just an Empty), and you make the hook move by animating the motion of the empty through Ipo keys. As the hook moves, it pulls weighted vertices from the mesh with it. If you have used Proportional Editing, you can think of it as animated proportional editing. While hooks do not give you the fine control over vertice movement that Shape Keys do, they are much simpler to use.

Object Hooks

Mode: Object Mode / Edit Mode

Panel: Editing Context → Modifiers

Hotkey: Ctrl H

Menu: Mesh → Vertices → Add Hook

Description

Hooks give access at object level to the underlying geometry of meshes, curves, surfaces or lattices. A hook is an object feature and it is like a parent to an object, but for vertices. You can create as many hooks to an object as you like, and assign for each hook vertices that will be affected. Overlapping hooks is also possible, here a weighting factor per hook is provided that determines the amount each hook will affect the overlapping vertices.

All object level options and transformations are possible on the hook object, including using hierarchies, constraints, ipo and path animations. You can also make the hook-parent a child of the original object if you don't want object transformations to deform the hooks.


Note: When you change topology (i.e. more destructive editing than just manipulating existing points), you most likely have to reassign existing hooks as well.

Examples

A typical example of using Hooks is to animate vertices or groups of vertices. For example, you may want to animate the vertices associated with a "Mouth" on a character's face.

In (Animated face frame 1) and (Animated face frame 10) a face made from Bezier curves has two Hooks applied. One applied to a control-point on the mouth labeled "A" and one applied to the eyebrow labeled "B". The animation has 10 frames over which Hook A moves up and Hook B moves down.

Animated face frame 1.
Animated face frame 1.
Animated face frame 10.
Animated face frame 10.

Adding Hooks

Mode: Edit Mode

Panel: Editing Context → Modifiers

Hotkey: Ctrl H

Menu: Mesh → Vertices → Add Hook

Description

Since hooks relate to vertices or control points, most editing options are available in edit mode for meshes, curves, surfaces and lattices.

Options

Hooks menu
Hooks menu
Add, New Empty
Adds a new hook and create a new empty object, that will be a parent to the selection, at the center of the selection
Add, To Selected Object
When another object is selected (you can do that in edit mode with Ctrl RMB Image:Template-RMB.png) the new hook is created and parented to that object


Editing Hooks

Mode: Edit Mode

Panel: Editing Context → Modifiers

Hotkey: Ctrl H

Menu: Mesh → Vertices → Add Hook

Description

Once hooks are available in an object, the hook menu will give additional options:

Options

Hooks extended menu
Hooks extended menu
Remove
This will give a new menu with a list of hooks to remove
Reassign
Use this if you want to assign new vertices to a hook
Select...
Select the vertices attached to a specific hook
Clear Offset...
Neutralize the current transformation of a hook parent


Hook Modifier

Mode: Object Mode / Edit Mode

Panel: Editing Context → Modifiers

Hotkey: Ctrl H

Description

Hooks are modifiers, that are added to the modifier stack. For each hook modifier, you can give a hook a new name, the default name is the parent name, give it a new parent by typing the new parents name or assign it a Force weighting factor.

Options

In the editing buttons, modfier panel, when a hook is created, you can control it via the panel.

Ob
The parent object name for the Hook. Changing this name also recalculates and clears offset
Reset
Recalculate and clear the offset transform of Hook
Recenter
Set Hook center to cursor position
Select
Select affected vertices on mesh
Reassign
Reassigns selected vertices to this hook
Force
Since multiple hooks can work on the same vertices, you can weight the influence of a hook this way. Weighting rules are:
  • If the total of all forces is smaller than 1.0, the remainder, 1.0-forces, will be the factor the original position have as force.
  • If the total of all 'forces' is larger than 1.0, it only uses the hook transformations, averaged by their weights.
Falloff
If not zero, the falloff is the distance where the influence of a hook goes to zero. It currently uses a smooth interpolation, comparable to the Proportional Editing Tools. (See mesh_modeling_PET)


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