I'm trying to simulate a creature wing using nCloth (kinda like a bat wing). I have low-res, all-quad, meshes that sit between each of the wing-finger joints that act as wrap deformers for denser, skinned geometry (image 1). I want to pin the edges of these meshes to the joints, but I don't want to have to "run-up" the animation from the bind pose. If I move the joints without a run-up, then the simulation resets the component-constraint starting distance and calculates from there (see image 2).
I think I have tried almost every combination of settings on the transform constraints. Is there another, or better way in which I can pin the mesh edges to the joints so they don't deform, but only stretch/compress the cloth?