nCloth Collision Properties Explained

Updated: Jun 9, 2020

Maya’s cloth simulation, nCloth, has a lot of attributes that users can fine tune to get the perfect simulation. For many people starting to use nCloth, it can be quite overwhelming. But fear not! Below you can see examples of each nCloth Collision Property attribute with a brief description of each. Let’s dive in.

Collision Properties


This one is straight forward. Enables or disables the nCloth calculation. If you have multiple nCloth objects in a scene and only need to simulate one at a particular moment you can disable the others. That way Maya will calculate less things and your scene will run faster.


Allow the cloth object to collide with other objects.

Self Collide

Allow the cloth objects to collide with itself. The self collision flag really come to play here.

Collision Flag

Determines which component mode the collision thickness will be applied to. This is how the object will calculate its collision with other objects. Options are:

Vertex: Collision spheres form around each vertex.