I should have clarified, by real world scale I mean a human figure as real world scale. Also, I’m asking in general after watching the video rather than following along – when I experimented with my own Human project in a much larger scale the sim behaved better. At the time I thought it was due to the below mention mass setting but not entirely.
In my work I’ve always got the scale applied to all objects (after all these years I’ve learned it should always be the first thing I check), check normals, merge overlaps, find strays, all the usual suspects. Playing with mass is definitely something I attempt but I admit to not understanding it. .3kg per vertex? I sew iRL and I understand fabric weight (like, 300gsm denim = ~1 sq meter of denim etc) but I’ve yet to grasp correlation between RL weight and mass in blender (I admit, the only real understanding I have of weight vs mass is what I’ve learned in EVE and Kerbal Space Project having inadvertently dissociated my school years).
I do try to just experiment but when so much goes crazy all at once it’s hard to even tell where to start. As it goes with other issues I’ve come across that seem to arise from working at RL scale (specifically, hair nodes) most of the examples I see are done at larger scales with less problems. I’m thinking I’m going to have to scale things up in order to get consistent results and hope that scaling back down goes gracefully.
The fact things consistently go wacky for me suggests that it’s user error though so I do appreciate all the troubleshooting advice!