How can i avoid these sort of intersections when simulating guides? Self and external collisions work, but when there is some space between the guides the ones coming from another limb (top in this example) can easily spike through the empty space, which would be filled in the full groom.
In the rest position it has this layering that I cant figure out how to keep through out the sim.
Start with them scaled down and pointing along normals, then blend their rest state to the original length and angle using Vellum Rest Blend DOP over first few frames