for various reasons i'm in a need of a big pile of blåhajs, and i want them to be tightly clumped but also not intersecting each other, so physics simulation it is
i know multiple cloth objects with collision on them usually don't work well with each other (the other cloth objects are perceived as static but moving surfaces), it can work reasonably well with spheres but once colliders get a bit more complex there's inevitably going to be some intersection and once that happens all the colliders get pulled into a singularity
the trick around this is to have everything as part of one mesh and use self collision, which I'll try tomorrow, and if that don't work I'll just fall back to slapping an armature inside blåhaj and using rigid body ragdolls
self collision does indeed fix the problem, now i just need to make a more suitable collider instead of the one voxel remeshed from the actual mesh (which still happens to retain some of the mesh attributes...)

