Colliding policies define how objects behave when they enter into collision with one another.
The possibility for object conflict is high in Parcel Editor, where you might choose to cover a space with a Filler policy and then place a mesh on top of it.
There are two kinds of colliding policies:
Not Solid is the default policy. It allows objects to collide with each other.
The Variable colliding policy allows you to manage collisions by applying tags to the objects.
It may be helpful to think of the Variable colliding policy as an invisible force field around a defined object or objects.
The **Not Solid* collision policy allows objects to co-exist even if they collide with each other.
The Variable collision policy allows object collisions to be managed through a system of tags.
The diner.gcf parcel included with the Ocean Isle City Project contains contains the following two objects (parcel links, in this case):
It is therefore likely that these two objects will collide with each other as they try to fill the same space.
To avoid a collision, it is necessary to use the variable colliding policy to avoid collisions.
You will see in the Colliding Policy section of each object’s edit window that each has a numerical value:
When the generator renders the objects in View Mode, the higher numerical value will “win” in any collision between these two objects. If a parasol and a person should compete for the same space, the parasol will win.