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.
Lets you control how the modifier affects primitives in specified areas of the surface. For example, use Mask to load or an expressions or create a Ptex map that masks out the effect of the modifier.
Specifies how collisions between the collision object and primitives resolve.
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.
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.
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.
Name and location of the Alembic geometry collision object.
Maximum collision solver iterations.