@theluthier – In the case of cloth sim I’m feeling like you are on track as far as working in a larger scale! I’ve been doing a bunch of experiments at real world scale and it’s still just very, very fussy. I think working at a larger scale somehow gives more wiggle-room somehow.
For instance, @dillenbata3 mentions the .0015m collision distance. This works fine on a larger object but scaling it down to a reasonable distance on a real world scale object (say, even 5mm) seems to confuse the simulation. Even if the cloth object starts far outside the collision distance something wacky happens and I get pulsating spikes of verts.
I’ve been testing with a clothing object intended to be a jersey knit tank top. Even at real world scale I found that pushing the vertex mass up to 1kg or even over helps the mesh fall in a way more in keeping with how it would looking iRL. However, there are still issues. The lower curve of the armscye always wants to bunch up. I noticed the same thing in Kent’s hoodie example but I think, in that case, it was because the armscye was not deep enough to accommodate the model’s massive guns. I’ve added more positive ease to the area under the arms and it (understandably really) just exacerbates the issue.
I think if there is one tool from Marvelous Designer that I’d like to see in Blender it’s that thing where you can sort of pluck at the “fabric” to get the sim to rework certain areas. I can dream! 😀