I am hoping to grow a branching shape while softbody animation is underway. I am using a bmesh to update the object's mesh as the branching shape grows. However once the softbody animation is underway, the pointcache seems to rely on a stored version of the mesh.
If say I elongate the mesh, the pointcache continues to behave as if the mesh was as it was when the animation started.
If I hack the point cache (on disk) and move vertices in the pointcache to where they should be if they matched the mesh, they spring back to the unelongated shape (but distorted by the softbody).
After each frame, after I have modified the mesh, and the pointcache, I am running
in an effort to get the pointcache to look back to the edited mesh, but to no avail.
If I stop the animation and go to edit mode, the elongated shape of the mesh is evident, but with no distortion from the softbody.
I gather there must be a data structure in memory representing the edges of the mesh (as it was when the animation started) as springs. Will I need to force regeneration of this data structure somehow? Or maybe directly edit it? Where can I find it?
Apart from elongation, I want to extrude parts of the mesh gradually as the animation progresses, and branch the structure.