
For the moment I add a tySelect modifier, wich can do this already, on top of a tyParticleskin to acheive the effect I want
I use this technic to transfer dynamic/changing datas to mesh UVs and get them back later when using the animated mesh as cloth..
Maybe I should just reproduce a sort of skinning directly in my flows..
I just thaught it might be lighter to use only one modifier instead of two since tyParticleSkin allready use a weighting by distance algorythm.