Well… of course, that would be possible some other time, but as I wrote, I need to emit them from a car trunk. In the example you’ve posted the leaves were pre-created. That’s not an option in my case. Or it might be, given there’s an option to change position of currently simulated mesh from the outside, but I dunno how to achive something like that.
One of the things I’ve tried actually was to create all these banknotes and assign simCloth modifier to them. Then using a simple birth script, I was positioning these on by one at their starting location, hoping the simulation will take care of the rest. But the thing is that during the simulation banknotes didn’t wanted to change their position (well one of them actually did 
I think the possible solution for this is using the PF tools box 2 with glue test and particle skinning. Unfortunately, I was able to make just the PF spreading the banknotes and the same PF spreading the rigs (or their representative meshes). Then I would need to birth group every new rig-mesh to make it into glued particles, but I dunno how to do it, or wheather it’s even possible (I mean each time a new particle is born… I found in the help how to do it if I have them all spawned).
Or I could precreate all the rigged/skined banknotes someplace else and then somehow change the possition of both the rig particles and the skin mesh of the banknotes one at the time, but I dunno how to address the particles representing the rig of the desired banknote. And even if I did, I guess it wouldn’t be very easy. And since I’m scripting/PFlowing the second day, I’m not feeling very like it 
So If you can think of anything else, more suitable for my purpose, I’ll appriciate the help!
and please overlook the mistakes 