Pinning vellum to target when simulation moves from source

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I have an alembic with a lovely bit of movement happening, lying down on a ground plane. I'd like to make parts of it floppy, which I can do with vellum and a pin to target with an attribute that scales the pin stiffness so it's lower on the floppier parts. No problem there.

The part I'm not able to figure out is this: I actually want to hang this up by one of the floppy bits, but still be able to use the shivering/shuddering from the target animation. The target animation is apparently evaluated as absolute coordinates, rather than deltas of a rest mesh, so even with the floppy part being hung up, the pinned parts are still lying on the "ground"/seeking the actual point locations of the target. Is there a way where I can get it to evaluate the target so that even if some of the animated bits drift (and move some of the not-quite-100%-pinned areas) the vellum will incorporate the source object's animation, but at it's new simulated place?



Thanks for any help!
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This is usually done using Vellum Rest Blend DOP
Tomas Slancik
FX Supervisor
Method Studios, NY
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Argh--I got tunnel vision and the blindingly obvious eluded me. Thanks!
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