I’ve recently been trying a method to animate FleX soft bodies for uFlex. I just thought I’d post my scripts and a rough description on how to use it. I'm just posting it here to avoid cluttering the uFlex thread. For this example I’ll be using the Allosaurus model. In blender: Import the dino and edit the mesh to only include the main body shape e.g edit mode, L key select, invert and delete. Apply armature, apply location / rotation / scale. Export fbx at x10 scale. Import into unity. Untick optimize mesh. Create a uFlex rigid body with the default settings. Tick "Draw Debug" in Flex Particles, the model should be standing upright and have an even distribution of particles. Try to creating a soft body, with the default settings the model will collapse. Try again with cluster spacing increased to 5. Run the simulation and it should seem like rubber. Right click / create / vertMapAsset. Add a BlenderExporter script to the soft body and assign vertMapAsset. Run the game, stop and save. Turn off or remove the exporter script. This should have updated the vertMapAsset and copied a blender script to the clipboard. Open blender and run the script. You should see a spiky mesh (particle positions). In blender import this mesh into the same file as the skinned dino model. Align it (rotate -90 deg on the x axis and scale down by 10% / s key 0.1). Apply rotation and scale. It should align with the mesh. Select the spiky mesh add add a "Armature" modifier (select armature object) and then add a "Data transfer modifier". In the data transfer modifier: set the source object to the original mesh. Tick "Vertex Data" and enable "Vertex Group". Click the "Generate Data Layers" button and apply. The skinned weights should now be transferred. You can test it by changing the skeleton to pose mode and change the spiked mesh to weight paint mode. Then select each bone to see the weights. Export this new mesh at x10 scale again. Import it into Unity (IMPORTANT: disable optimize). Add it to the stage and set the scale to 0.1. Make sure the animator "Culling mode" is set to "Always Animate". Add a "Apply Particle Animation" component to the soft body. Assign the "Vert Map Asset", set the "skinned Mesh Renderer" to the spiky mesh (probably called Solid), untick "Apply Animation" and tick "Draw Skel" and "Draw Rest". Set "Draw Index" to -1. Add a large point locker prefab that covers the entire mesh. Run the game and enter "Scene" mode to view the debug data. You should see red dots on the skinned mesh and blue squares on the spiky mesh. Disable the renderers for the soft body and spiky mesh so you can only see the red and blue dots. Increase the "Draw Index" value, the blue and red dot positions should match. If it doesn't then the spiky mesh might have the optimize setting turned on. If this works then turn on the soft bodies "particle renderer" and disable the point locker. Enable "Apply Animation" and disable "Draw Skel" and "Draw Rest". It should fall like normal (no animation / directly copying the ref pose). Export the animations from blender (x10 scale) and apply them to an animation controller on the character. The skinned mesh should follow the animation. In this example the mesh doesn't follow the particles directly. This is because the soft body values need to the adjusted e.g cluster spacing, verts on the left leg are affected by the right leg. As a side note: it looks like the soft body is created from clusters of shapes and each shape can have it's own settings e.g maybe the limbs are more rigid and the tail is flexible. It should be possible to edit these values (maybe view in blender?).