Cloth Asset and Physical Asset simulation precision

I’m testing Cloth Asset and Physical Asset interactions and precision. I’m trying top put a cloak type of an asset on a character and using the Physical Asset of the character for colision detection. I’m having a weird sort of problem when trying to make the back side of the cloak conform more to the pose of the character, as seen in the pictures. Now, the first picture is the setup I had before I tried to fix up the Physical Asset (using Single Convex Hull type of bodies). The second picture is after I attempted to use Multi Convex Hull with many vertices on spine_04. As you can see, instead of getting a better fit (less poke through and less jagged fit), the simulation just stopped registering the nodes.

Am I doing something wrong? Does anyone have any recommendations on how to get the desired results (eliminate the poke through and preferably get a better fit to the body)? Should I just make a bunch of capsules and place them all over the upper back? Is there another workflow that would allow for a better fit to the body that doesn’t involve Cloth Assets?