MANUAL / GEO OPS

Dynamics World

The comp-wide physics settings: gravity, drag, walls, forces, joints and baking.

Every rigid body, Dynamics clone, soft body and cloth in a comp shares one world. Its settings show in Properties under Dynamics World when nothing is selected. Geo Ops ▸ Dynamics ▸ World Settings (Gravity, Forces, Joints)… deselects everything to take you there.

World

NameWhat it doesDefault/range
Gravity X / YGravity direction and strength.0, −980 px/s²
Air DragSlows everything moving through the world.0, min 0
Walls2D: Floor is the comp's bottom edge; Comp edges is all four sides; None. 3D: Floor is the studio floor; Comp edges is a room on it, the comp's width, up to its top edge, as deep as it is wide.Floor
StartWhen the simulation starts.0 s, min 0
IterationsSolver passes per step. More is steadier and slower.4, 1–32

Forces

Felt by every moving body and clone. Add one from + Force….

ForceWhat it doesDefault strength
WindA constant push in one direction. Has Direction.500 px/s²
TurbulenceA swirling noise field. Has Frequency (0.005), Evolution (0.5 /s) and Seed.1500 px/s²
Attract / RepelPulls toward its centre; negative pushes away.1500 px/s²
VortexSpins things around its centre; negative turns clockwise.1000 px/s²
DragSlows whatever moves through it.2 /s

Every force also has an enable checkbox, Remove, Strength, Radius (0 = everywhere), Softness (when Radius is above 0), and a Center X / Y that can Follow a layer.

Joints

Anchors are in comp pixels, as the world starts. + Joint… adds one on the selected layer, at its position, to the comp.

JointWhat it doesExtra settings
PinFree to turn about the anchor.—
HingeA pin that can be limited and driven.Axis (3D: Z facing, Y a door, X a lid), Limits (Min / Max °), Motor (°/s), Motor Force (100)
WeldLocked together.—
SpringA damped spring between two ends.Rest Length, Stiffness (50), Damping (1)
RopeCan't get further apart than its length.Length
SliderSlides along an axis through the anchor.Axis, Travel: Limit with From / To

Every joint has Body (the rigid body it holds), To (another body or The comp), Anchor X / Y (or End A / End B for two-ended joints, plus Z in 3D) and Break at (in × weight).

Bake to Keyframes

Keys Position and Rotation on every frame for every simulated body in the comp (Position with Z and X / Y / Z Rotation in 3D), then switches the bodies off. Switch one back on to re-simulate. A replicator's copies can't take keys and are left simulating.

Tips

  • In a 3D comp, forces push in X and Y and anchors carry depth. Clones, soft bodies and cloth simulate in their layer's plane.
  • Joint handles can also be dragged in the viewer.