To get more controll over the movement of the hero object, I used a lowres sim to get the overall movement of the lantern right. Then used that sim to drive a highres sim by constraining parts of the mesh loosely.
grass and lights - animation
Little sideproject. Houdini and Redshift.
A lot of vellum-softbody-simulations, a grain sim for the dirt and the particles on the ground and a custom solver for the gras to bend down when touched by the glowing softbody.