# Collisions best practices

**URL:** <https://inbibo.discourse.group/t/collisions-best-practices/83>\
**Category:** Learning & Education\
**Tags:** adonis-fx, maya, workflow\
**Created:** [October 9, 2026, 4:47pm UTC](https://inbibo.discourse.group/t/collisions-best-practices/83 "2026-10-09T16:47:58Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![lCathal](https://avatars.discourse-cdn.com/v4/letter/l/258eb7/32.png) [@lCathal](https://inbibo.discourse.group/u/lCathal)\
**Post date:** [October 9, 2026, 4:47pm UTC](https://inbibo.discourse.group/t/collisions-best-practices/83/1 "2026-10-09T16:47:58Z")

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Hello

With Collisions being very processor heavy I am looking for some advice on best practices.

- Paint weights to limit calculation to certain zones
- Collisions on all layers seems like overkill, should it be done on the Muscle, MuscleGlue, Fascia, Fat, Skin layers or a combination of multiple layers?
- Should we/can we leave an offset to create a gap for cloth sims (such as between the upr arm and torso)?
- Etc…

Thanks

Cathal
