Colliders represent objects that interact with the deformable object but do not themselves deform. Commonly, colliders are used to represent animated characters while deformable represent clothig.
Kinetic friction exhibits a force that dampens the motion of deformable objects sliding along the surface of a collider and tries to make it stop. A high kinetic friction results in deformable object quickly coming to rest on the surface of the collider.
Static friction works on a deformable object that rests against the surface of a collider and tries to prevent it from starting to move. A high static friction means that it takes a powerful force to get an object to start moving once it has come to rest on the surface of the collider.
The collision offset setting allows the surface of the collider to be offset along its normals for collision purposes, giving it a "thickness" and preventing deformable objects from intersecting its surface. This is useful to prevent the problem of "z-fighting", where the surface of two objects overlap and cause visual artifacts.
For optimal accuracy and preformance when calculating collisions, Dynamo requires the triangles of a collision mesh to be as uniformly sized as possible. The remeshing option automatically creates a new collision mesh with the same shape as the input mesh, but with a topology better suited to the internal collision handling data structure of Dynamo. The number of vertices impacts how accurately the remeshed shape will follow the original mesh.
|Original mesh||Remeshed result|
The above image illustrates the result of remeshing a bath tub model. Note however that the remeshing is done at simulation time and the mesh displayed in 3ds Max will not reflect the remeshed result.