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A forum post by TAPgiles

Specifically for physical paint. Something that is holding back the use of floppy paint is the fact that moving the paint object in space causes it to lag behind. Workarounds such as force appliers must be used to stop it from lagging behind the object... when all we wanted was for it to deform in a controlled manner.

0% Floppyness does not seem to prevent this lagging behind the attach-points, and affects how floppy the paint actually is, how well it can deform.

A setting for how much simulated weight the paint has--and therefore how much inertia and "lag" it has--would make this part very easy to adjust. And at 0 weight, no physics simulation would need to be done on the painting; only deformation based on the attach-points.

This would make such effects a lot more accessible to creators.

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