Preventing Vertices and Geometries from Intersecting in 3D Animations and Simulations

Published on January 07, 2026 | Translated from Spanish
3D illustration showing correct collisions between geometries, with vertices and edges respecting physical limits without penetrations.

The Ghost Geometry Problem

In the world of 3D animation and simulation, few things are more disconcerting than seeing vertices and edges decide to ignore the laws of physics and pass through each other like ghosts through a wall 🚫. This problem, known as geometry penetration, can completely ruin the illusion of realism in cloth simulations, soft bodies, or even complex character rigs. The key to solving it is not in a single magic command, but in a strategic combination of physics engines and intelligent modifiers.

Delegating the Work to Physics Engines

The most robust and automated solution comes from physics engines. Tools like MassFX in 3ds Max or Bullet Physics in Blender are specifically designed to calculate collisions between objects realistically. By configuring your meshes as rigid or soft bodies and carefully defining parameters like mass, friction, and damping, the engine will ensure nothing penetrates improperly. It's like having a physical referee watching every vertex 🏀.

A well-configured physics engine is the best bodyguard for your geometry.

Specialized Modifiers for Precise Control

For those cases where more hands-on control is needed, simulation modifiers are the best allies. Systems like Cloth for fabrics or Soft Body for deformable objects include built-in collision options. In 3ds Max, Collision-type Space Warps act as invisible surfaces that repel geometry, while in Blender, combining Mesh Deform with the Collision modifier offers millimeter-precise control over how surfaces interact.

Best Practices for Clean Simulations

Achieving flawless simulations requires more than just enabling collisions. Proper preparation is the foundation of success:

Mastering these techniques will transform your simulations from a chaos of intertwined geometry to a ballet of realistic movement. And when you achieve it, that satisfaction will be almost as tangible as the objects that no longer penetrate 😉.