Thank you, Andy!
I thought about coupling skin and fat in one sim,
but it takes a lot of time to calculate (fat sim on video took about 12 hours with tet 7 and substeps 2).
Yes, there is a box under the walrus, but I had to place it a little bit lower than the plane it stands on,
`cos of some noise and artifacts under the scapula and knee when the walrus lays.
It seems that fat sqeezes to much. I guess I should make different heights for scapula\knee part when it lays and for the rest.
Also I've got some artifacts with rear flipper colliding the ground plane. When left leg's dropped onto the ground,
a fleshy part at the end of the toes (thumb and pinky) goes into the colliding box and just sticks inside.
In this case should I increase contact stiffness (now it's 108) or the only solution is substeps?
And about fat sim:
I'm using youngs modulus 3 103 for the inner mesh, 12 103 for the outer mesh and 20 for flippers, and mass 900 for every mat.
Is it correct to set different values over inside and outside parts since they perform one volume?
So the last one I'd like to ask is what is the best way to deal with skin setup?
Leave zSolver scale at 100 and play with tensile and bend stiffness? (For the fascia I used scale 10, it became much more stable)
To achieve big elastic wrinkles I should decrease tensile stiffness and increase bend?
And what about mass density, does it make sense to increase the value in my case?