I'd assume it should work somehow like...
Use a (kinematic) soft body and update its vertices from an animated skinned character per frame. This soft body then acts as collision ostacle for cloth?
Or do you plan to support skinned newton mesh?
Do you have a low resolution version of character in mind or 10000 polys?
Do you plan to handle cloth self collisions?
Do you plan destructible cloth?
I did some cloth stuff myself a while ago and came up with this:
Simulate a coarse 'cloth rig' on cpu. witch was connected rings around the skeleton bones.
The real cloth (on GPU) is connected to that rig and uses that information to retrieve a small number of skin vertices for collision detection per cloth vertex.
That was stable, fast and accurate enough for very tight cloth, but did not handle cloth self collisions.
So actually i'd guess that newton cloth could be good for non tight cloth like a coat,
and also a replacement for my 'coarse cloth rig' to drive more detailed gpu cloth?
Or do you plan to do the full detailed cloth for us?
I that case i'd like to mention this issue:
It is impossible to get anatomical correct character deformation with traditional matrix palette skinning.
It is also impossible with something better like dual quaternions.
It is possible if you have a lot of RAM to store tons of prcomputed morph shapes.
It might be the best solution to simulate bones and muscles and do skin coll.det. in real time.
Personally i'm sure that's the right path to go. And i also think that cloth and skin can be simulated with a single or similar algorithms,
which i tested a little and it's very promising.
You could make that possible also with your soft bodies and cloth, so keep it in mind if you did not already thought about it.
I studied the anatomy problem from start up and have some art skills, so i might be useful to test your work in that direction
