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.
As MoGraph Effectors can also be used as Deformers, they are also restrictible like the standard deformers in C4D. Here's a simple walkthrough of how to generate a vertex map and use it in conjunction with a plain effector. This gives you another level of fine control if you want to restrict your effectors impact on geometry.
In vimeo.com/26319440 derya paints a Vertex Map to use in conjunction with a Plain Effector.
This screencast takes the technique a step further using a Shader Effector with an animated Noise and a Particle Emitter as the Source of the Falloff.
Combining the Plain Effector with the Shader Effector gives some interesting organic, wavy motion.
In the first of my weekly tutorials I explain how to break a parametric object into pieces (or any object for that matter) and then shatter or explode it. The setup allows for quick changes for lots of experimentation. I also try and explain to some differences between 11.5 and later versions as far as dynamics are concerned.