1. A method of analyzing intersections between objects in computer animation comprising the steps of: providing a plurality of objects represented by a plurality of meshes, with each of said plurality of objects being represented by one of said plurality of meshes and each of said meshes being formed by a set of vertices, where a set of pairs of vertices of said set of vertices define a set of edges; checking all edges of said meshes to determine if said set of edges of said meshes intersect with any of said plurality of meshes; tracing an intersection path formed by intersection of said edges with any of said plurality of meshes; and determining which vertices of said meshes are contained within said intersection path and setting a polarity of each of said contained vertices to indicate that those vertices are contained within said intersection path.