--- title: "Tag Properties" url: "https://help.maxon.net/c4d/en-us/Content/html/THAIRCOLLIDER-ID_TAGPROPERTIES.html" section_path: "Object Manager > Tags Menu > Hair Tags > Collider > Tag Properties" element_id: "THAIRCOLLIDER" group_id: "ID_TAGPROPERTIES" description: "Use this setting to switch collision on or off for the corresponding object." --- ## Tag Properties ### Collisions Parameter ID: `HAIR_COLLIDER_COLLISIONS` Use this setting to switch collision on or off for the corresponding object. ### Friction Parameter ID: `HAIR_COLLIDER_FRICTION` · Range: [0..100%] Imagine dynamically-controlled guides falling onto a sphere with a Hair Collider tag assigned to it. If the **Friction** value is set high, the guides will more or less remain on the sphere, or slowly slide down its side. A low **Friction** value will let the guides slide quickly off the sphere. ### Bounciness Parameter ID: `HAIR_COLLIDER_BOUNCE` · Range: [0..+∞%] Use this setting to define if and to what degree guides that fall onto a surface will bounce off that surface. If **Bounce** is set to **0%**, the guides will not bounce at all. The larger the value, though, the more the guides will bounce. ### Forces Parameter ID: `HAIR_COLLIDER_FORCES` ![Image: 005300.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/005300.jpg)\ The cylinder in the center exerts a repelling force on the guides (in this case, **Falloff** is set to **Constant**, i.e., the radius remains constant). Activate this option if objects should exert forces on guides or splines. Make sure that the **Surface to Hair** option is activated in the Hair object's **Forces** tab. > **Tip:** You can move the object to which the Hair Collision tag is assigned in the Viewport while an animation is running. This is an ideal opportunity to fine-tune or modify the guides. ### Radius Parameter ID: `HAIR_COLLIDER_FORCES_OBJECTS_RADIUS` · Range: [0..+∞m] Use this setting to define the radius (originates from the surface of the object - see image above) of the effect. A square or cubic falloff gives the impression that the radius only has a minimal effect. This is simply due to the nature of the effect: The force is exerted at its maximum at the object's surface and weakens rapidly the further away it is. ### Strength Parameter ID: `HAIR_COLLIDER_FORCE_STRENGTH` · Range: [-∞..+∞] Use this setting to define how strongly the force that is being exerted by the object's surface on the guides or splines should be. This strength will weaken in accordance with the **Falloff** option that was selected, and will have no effect outside of the given **Radius** value. ### Max Strength Parameter ID: `HAIR_COLLIDER_FORCES_OBJECTS_MAXSTRENGTH` · Range: [-∞..+∞] This setting limits the effect the Collider tag has and prevents the guides or splines from **exploding**. For example, a **Square** falloff would have an infinite strength at a radius of 0 – this would overwhelm the dynamics. **Max Strength** makes sure these forces are limited in order to prevent the dynamics from being overwhelmed. ### Falloff Parameter ID: `HAIR_COLLIDER_FORCES_OBJECTS_FALLOFF` ![Image: 005301.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/005301.jpg)\ Falloff from left to right: **Constant**, **Linear**, **Square**, **Cubic**. Use these graphs to define the falloff between the object surface and the radius defined in the **Radius** setting. ### Custom Parameter ID: `HAIR_COLLIDER_FORCES_OBJECTS_FALLOFF_SPLINE` Use **Manual** to create your very own falloff. ### Restrict Parameter ID: `HAIR_COLLIDER_LINK` If you want to restrict the collision to a selected area of the collision object, you can drag the corresponding polygon selection tag into this field. This can save a lot of time when working with very complex objects. Only those areas necessary for the collision effect can be selected. ### Strength Parameter ID: `HAIR_COLLIDER_FORCE_STRENGTH_LINK` You can drag the collision object's vertex map into this field. You can define point-by-point how strong the effect should be. You can set the maximum strength for the effect in the **Strength** setting above.