I don't think you should make the skin rigged. Instead, you create less tesslate polygon, approximate to your skin surface. used that polygon as the passive rigied body, then parent the polygon surface to the bones of the charater.Maya didn't do dynamic simulation on shapes with deformers like lattice, blendshape, maya only do collision on the original shapes withour deformer, so your chains does not collided with arm in the new position,because the bone has changed the shape of the arm.