Is it possible to embed a single mesh, such as a character skin, into multiple zTissues, so that it can be influenced by multiple lattices at once?
I'm looking into a simplified workflow to add basic (volume-preserving) collisions and jiggle to a skinned character without having to cache simulations and import/export alembics as bones, etc. My basic idea was to have three copies of a character skin:
baseChar: The character mesh skinned to a skeleton, plus corrective blendshapes
dynamicChar: A copy of baseChar with baseChar.outMesh -> dynamicChar.inMesh, which will receive dynamic deformations in certain regions (calves, buttocks, belly)
displayChar: Another copy of baseChar for display, with dynamicChar applied as a blendshape so that dynamics can be turned "on" and "off"
It works pretty well if I embed dynamicChar into a single zTissue and paint weights appropriately. But I can't figure out how (or if it's even possible) to have multiple zTissues deform dynamicChar. The options seem to be:
a) Have one intermediate dynamicChar for EACH zTissue I want to use, or
b) Make dynamicChar a complete skinned copy of baseChar and add zTissues as influence objects
...or are there more performance-friendly ways to accomplish this?