1. Soft falloff: Means that instead of pinning one vertex/edge to a 100% rigid value and practically not participating in the deformation process and only act as a sharp pin holder, rather having a falloff range around that point that this rigid value fades out and gradually those points/edges inside that falloff do have some deformation by the cloth and other sims.
2. Constrains: I guess with Constrains i mean having animated Lucid objects simmed while retaining their original animation. For example, having a cloth object fly along a specific animation path, while been simulated as a cloth and not falling over. If we just pin some points and/or parent that cloth to a null that moves along a path, we would not have the same result as the pinned vertices would be very apparent that they are ...pinned and they just pull the cloth along that path. Hope this make sense...
3. Fill object: Scratch that one; it's is achievable right now... :)
4. I could swear that collisions between cloth objects is not possible, even with a very high vertex count per object and very high sim resolution/substeps/iterations.On the same topic, there should be self-collision for the soft/cloth/inflate objects as well, right?
Thanks!!
Greg