How to attach a SoftBody3D to an animated character mesh

Godot Version

Godot 4.2.1 stable

Question

The character in my game has a cloak which I am using a softbody3d to simulate. The cloak is divided into two sections with the hood and sleeve being rigged and animated, and the cape section being driven by the softbody simulation. (See image for reference)


My question is how do I attach the softbody section to the animated section such that there’s no gap in the cloak? My initial idea was to have a separate armature with bones along the seam and use the child of constraints in Blender to have the bones follow the vertices and then use these bones as the attachment points, but the constraints don’t transfer over into Godot.
Basically, I need the pinned points of the softbody to follow the animation while the rest is simulated.