Thank you guys!
@wires
This is actually a quick one with single morph. It's a lot easier to make such a cloth morph for guys than for girls, where blouse has to go around the breast
https://youtu.be/ALXViUbi8rA ;)
I have a Blender tut for this, but it's a little advanced
https://youtu.be/lPKkOf3IYZI@toystorylab
Here is a few tips:
* Disable Opacity map for Stethoscope_flex. You'd see right away that the tube has 2 spherical pockets on both ends to host the main ball locks.
2 balls are inside and should keep the tube mesh locked (ideally lol). Then there are 2 small capsules inside the tube to keep it centered inside upper Stethoscope connector and Diaphragm.
The goal, is animate the way that tube does escape locks at runtime (easier said than done).
* Before you begin animating (linking to the hand) give it a time to settle in the initial position (couple of seconds).
* Avoid sudden (jerky) moves while animating Diaphragm (or rather characters hand since it is linked to it).
Unnatural move of the Diaphragm would twist the tube and result in the escaping from Locks (which is what I see happened on the screenshot).
* The hardest part is to imagine how it would behave at the runtime, since as you see, when animating on the timeline, the tube is all over the place.
* Sometimes Locks are freak out (sort of a bug maybe). You might not really see it right away, but the rigid body of it might get an offset. What I do, is at the frame 1 disable and enable Physics for Locks.
* Now, I see that you have a hidden copy of Stethoscope. Where is it? If it is within close proximity to the one you animate, then it would influence tube behavior.
* Since tube is a soft cloth it would be influenced by any rigid body within close range (even if the rigid object is hidden). Also, out of bound Characters Collision Shapes (or Shapes enabled for the Hand and Forearm) might influence the tube.
Properly positioned body Collision Shapes are actually benefiting by preventing tube penetration inside the body, while Character is standing straight and/or turning the head.
But I would disable Collision shapes for Hand and Forearm and try to grab the Diaphragm the way, that the simulated tube does not come in contact with the hand (On your screenshot I see that it might be interacting).
The less contact tube has with outer rigid objects, the better.