Understanding collision objects
We discussed collisions in Chapter 6, and they work basically the same way with cloth objects. You first need to select a mesh you want to add collision to, then head over to the Physics panel and select Collision. This will also add the Collision modifier in the Modifier panel.
Keep the modifier stack in mind when working with collisions. You need to make sure that the Collision modifier is at the very bottom of the stack; this way, Blender will accurately calculate the collision boundaries when simulating. In the following figure, both objects are cubes with a Subdivision Surface modifier, which rounds them out into spheres:
Figure 8.5 – Collision modifier stack
The left example has the Collision modifier above the Subdivision Surface modifier. This means that the collision boundary is going to be the original shape of the mesh, ignoring the Subdivision Surface modification. So, make sure that the Collision...