Colliding Models

Overview
Colliding Models turns a WebGL scene into a field of physical interaction. Objects do not just float; they meet, bounce, and spark.
Use Colliding Models when a brand wants motion that feels kinetic rather than ornamental. It belongs on creative studio pages, 3D capability sections, AI/cyber launches, and experimental homepages where object interaction supports the message. The page job is energy: visitors should feel the system reacting without losing the headline or CTA.
The production risk is control. Physics scenes can become chaos if collision count, object scale, pointer force, and postprocessing are not kept in check. The scene should feel alive, not like a drawer of logos got thrown down a staircase.
Install
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Usage
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Component Code
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Example Production Use Case
A creative technology studio can use Colliding Models on a capability page to show that the team builds interactive 3D systems, not just static scenes. Visitors move through the field, objects collide, and a click changes the spark. The outcome is energy: the page demonstrates interaction as the service promise.
Best Used For
- Creative studio and WebGL capability pages where interaction proves the point.
- Brand heroes that need kinetic objects rather than passive decorative shapes.
- Experimental pages where pointer or click input can safely enhance the scene.
Not For
Not for product flows, forms, documentation, checkout, or pages where users need quiet reading and precise clicking.
Not for large model sets without a strict physics and rendering budget.
Performance Budget
Use lightweight models, simple colliders, capped DPR, limited postprocessing, and offscreen pause. Keep physics bodies predictable and avoid simulating more objects than the page can justify.
Accessibility and Mobile
The 3D field should be optional. Keep the message, CTA, and navigation outside the canvas. On mobile, reduce physics, simplify interaction, or use a static poster. Reduced-motion users should not receive bouncing objects or collision bursts.
Common Mistakes
- Letting physics objects cover the CTA.
- Using detailed mesh colliders where simple collision shapes would do.
- Making click/tap interaction essential to understanding the page.
Frequently Asked Questions
When should I use Colliding Models?
Does Colliding Models need real 3D assets?
How should the physics stay performant?
What should click or tap do?
What is the reduced-motion fallback?
Can Hyperiux adapt Colliding Models for a real brand system?
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