Btw. It was so easy to adapt that scene, via the online docs and a few mouse clicks, even when crippled..., nice software guys

My idea is to use an extra fluid with a low "Resolution" value only to create the collision particles. These particles will then be converted into TPs. This might help to get rid of the computationally expensive filter daemon - esp. when you have really high particle counts.. This fluid can also be exclusively linked to a proxy object, for example. Not sure if it'll help to make things faster or easier, I'm just gathering suggestions you might want to try. But it seems as if you've come very far already.Not sure what you mean by low-res dummy fluid, can you reword that?
Thanks for pointing us on that. You're right: the description in the docs is definitely misleading, but you've got it anyway. The skinner can be used with fluid particles as well, not just with rigid/elastic. But as you've mentioned the deformation is difficult to control.I've read the rf10 docs for Pskinner, I now believe that it lets you use all fluids as deformers, rather than just the elastic/rigid ones. But deformations by a fluid may give weird reults.