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How do you setup two softbodies with collisions without getting a dependency cycle ?

A depends on B through Softbody Collision

B depends on A through Softbody Collision

Those two objects interact with each other. It’s pretty obvious that one depends on the other through collision. Why does blender consider this as a problem ?

This doesn't cause any issue when there are only two softbodies but when the scene goes more complex some objects get a simulation delay of 1 frame because of the dependancy, which is unacceptable.

Note : I can't merge the softbodies into a single mesh and use self body collision because the objects are meant to be linked to different bones

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    $\begingroup$ I'm interested in that as well! You should probably start a discussion on devtalk.blender.org too (if you do please let me know!) I've mentioned how this warning is odd in this bug report yesterday: developer.blender.org/T58050#571320 $\endgroup$ – Nicola Sap Dec 7 '18 at 13:40

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