The docs only say:
Unlike Vellum, there are only two inputs to the solver, one for the Geometry and one for Constraints. Currently, any collision geometry must be pinned simulation geometry.
Unlike Vellum, there are only two inputs to the solver, one for the Geometry and one for Constraints. Currently, any collision geometry must be pinned simulation geometry.
i@collisiongroup = 10; i[]@collisionignore = {0};
i@collisiongroupa value of 1 is used for muscles and bones, 2 is for the tissue core (aka fascia) surface, 3 is for the tissue outer surface. Everything else (internal tissue points not at either surface) uses 0. The value of 10 that I chose above is somewhat arbitrary. I could have gone for any number greater than 3, but I went for 10 so that if we decide to add more "groups" in the future, we have a buffer of some unused values. We've been considering putting the bones in a separate collision group for instance, so then 4 would be taken.i[]@collisionignorespecifies which of the collisiongroup values to ignore as colliders. You always want 0 in this, as we don't want the internal tissue points to collide, so if it's only 0 it collides with everything else, if you want it to collide with only the muscles and bones, for instance, it would be i[]@collisionignore= {0,2,3};.