--- title: "Collision Deformer" url: "https://help.maxon.net/c4d/en-us/Content/html/OCACOLLISIONDEFORMER.html" section_path: "Create Menu > Deformer > Collision Deformer" element_id: "OCACOLLISIONDEFORMER" command_id: "1024544" description: "This page covers the Collision deformer in Cinema 4D. It dents or bulges geometry where another object touches it — footprints in snow, pressing fingers …" --- # Collision Deformer > **Note:** **What is it about?** > > This page covers the **Collision deformer** in **Cinema 4D**. It dents or bulges geometry where another object touches it — footprints in snow, pressing fingers into soft skin — without running a full simulation. Use this deformer to simulate interactions between objects. The object in question can be physically deformed when it encounters another defined object. Imagine the object as a soft surface that is pushed or pulled when it collides with another object. This is a good way to make objects react to collisions. Or to simply squeeze soft areas (imagine a corpulent character whose fat belly is compressed when leaning on a table - or a character steps on a soft surface and compresses it under his foot). To make the deformer work, simply make it the child-object of the object to be deformed. Then define the object with which you want to collide. To do this, drag it into the **Objects** field in the 'Colliders' tab. From now on, the object belonging to the deformer is pressed or stretched whenever it comes into contact with the other object. ![Image: 031711.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/031711.jpg) ![Image: 031712.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/031712.jpg)\ The Collision Deformer can also be used for imprints in snow. Here the sphere leaves a track in the ground on its way. # Example [Video: 2026](https://help.maxon.net/c4d/en-us/Content/Resources/Images/2026-0_collision_01_.mp4) [![Image: halvar.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/halvar.png)](https://help.maxon.net/c4d/en-us/Content/Resources/Scenes/2026-0_collision_01_.c4d) > **Tip:** Tip:If you are working with rigged characters, the Collision Deformer must be placed behind the [Skin](https://help.maxon.net/c4d/en-us/Content/html/OCASKIN.html.md) object with regard to the hierarchy. This is the only way to calculate its deformation according to the Skin-object deformation.\ > Also keep in mind that collision objects work best when they have a volume. Therefore, make sure that the floor planes also have a small volume (if they are to collide with the object to be deformed).\ > A [Jiggle](https://help.maxon.net/c4d/en-us/Content/html/OCAJIGGLE.html.md) deformer can also be used to simulate liquid-like deformations. To use the **Jiggle Deformer** in combination, it should be placed in front of the **Collision Deformer**.