In an effort to find a good workflow with softbodies I experimented
a little in the last couple of days. Here's a peek into my labs. What I
really like about the current workflow is that neither the difficult to
control cloth engine was used nor softbody dynamics which is calculation
intensive for highpoly geometry. Also the approach is not based on vertex
maps in order to rip the geometry but on the topology of the object and
defined polygon groups, so determining the cutting paths is very straightforward.
The only downside is that it hasn't any collision check, cloth would be more
suitable in that regard.