Soft body simulation on linked character rigs

Hey there! I’m a self-teaching noob, trying to do things right.

I am given to understand that the “correct” workflow for character animation involves making a blender library file with your rigged character, and doing your actual animation in a separate file using linking and a proxy. People who seem to know what they are talking about seem to be clear on this.

This seems to cause a lot of problems when the character has soft-body simulations, like hair or clothing. In the actual animation blend file the physics object seem to roll a die and either work as expected, stay completely rigid, fly off in some direction, or other odd things.

Rather than tracking down the specific thing I am doing wrong, it seems better to just ask this: Is there a particular approach I should be taking with this? CAN I do this? If not, how am I meant to use characters with cloth simulation?

Googling around hasn’t helped me find any answers.

Thanks!

So… no thoughts? I’m sure there must be SOME way to use physics on linked rigs. I don’t want to be rude, so I won’t bump this thread after this one time.

However, just to be clear, I’m not looking for hand-holding, I just need to be pointed on the right direction, since I can’t seem to find the answers I need on google.

I wrote a thread on this. Hope it helps.

All the best.

Thank you very much! Wow, that is involved. I don’t feel bad for not having figured it out XD