I'm trying to add soft body physics to a small vertex group within a larger object, thus applying the soft body behavior to that small area of the object.
My end result will hopefully be an exaggerated gooey collision response with a collision object piercing the mesh at specific areas, but have the rest of the object remain firm and unresponsive.
I have made two vertex groups, one group for the specific piercing area and one for the inverse, that both have gravity setting at 1. When I set the specific area vertex group as the Soft Body and Soft Body Edges group it causes the gravity 1 to make the specific area unresponsive to the soft body physics and the inverse group to giggle. This is the opposite result I want. I then change the inverse vertex group to be the Soft Body and Soft Body Edges group and, in tests, this has created the effect I wished for, but not consistently. In the test phase, with simpler meshes, this seemed to work. Now, with slightly more complex meshes, it is not working.
Any insights into how to secure the specific piercing area vertex group to be the only area responding to the soft body physics would be helpful!!