The output of nCloth is animated vertices, not animated translate/rotate as is the case with a rigid system. The above workflow is basically making simple cloth objects “relatively stiff” then attaching rigid meshs to to the cloth( like buttons on a shirt ). With cloth one can make it stiff easily only for very simple meshes. The time to compute cloth stiffness goes up exponentially with mesh resolution, so it helps to keep the cloth as simple as possible. Usually this makes the the cloth simpler than the model we wish to render and the cloth will still deform a little thus the need in this case to attach a rigid mesh to the cloth surface and hide the cloth.
There is a rigidity attribute on the cloth that is essentially a rigid body solver inside the cloth solution, but it is not very practical for things like chains, as one would need too make each link a separate cloth object and I think it might get slow and have poor collision behavior( although I’ve not tried it ). The rigidity attribute can be useful in some cases, but it is not a substitute for a rigid body system, and often it works better if one keeps the mesh simple and relies on bend/stretch/compression resistance.
Duncan
