Collision

 
 
 

Use this modifier to detect and resolve collisions between spline primitives and specified mesh-based collision objects. When primitives collide with a collision object, the modifier pushes the primitives away from the objects based on the Resolve Type and within the set Iterations.

Mask

Controls the strength of the modifier effect. You can use Mask to load a map that specifies how areas of the mesh surface are affected by the modifier.

Resolve Type

Specifies how collisions between the collision object and primitives resolve.

Flexible

Pushes the CVs inside a collision object onto the closest points on its surface. Use this method for long hair, such as when the hair slides over the character's shoulder.

Stiff

Locates the first segment in the primitive that intersects the collision object. XGen computes an angle and rotates the intersecting segment out of the object around its start point. It then applies the same rotation to all the remaining segments as if the primitive is a rigid body object from the intersecting segment.

Wire Flex and Wire Stiff

When the Anim Wires Modifier is used, Wire Flex resolves collisions by moving colliding primitives in the same direction as the animation wires. Each CV of the colliding primitive is connected to the corresponding CV on its influencing animation wire. The intersection of these points are the target collision-free positions for the inside CVs.

NoteNote You need to turn on Affect Collision in Anim Wires Modifiers for Wire Flex and Wire Stiff to take effect. Resolve Type assumes all the animation wires are free of any collisions at any time.
Mesh Files

Name and location of the Alembic geometry collision object.

Iterations

Maximum collision solver iterations.

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