OmniMotion®
GuideDraft

Physics

Physics Body and Physics World: gravity, bounce, drag, collisions, throwing a layer from a rule.

Give a layer a Physics Body and it falls, bounces, can be dragged and thrown, and collides with its neighbours — in play mode, without a single keyframe. The artboard's Physics World sets the gravity everything inside it feels.

For meshes inside a Scene3D, use 3D Physics instead — phys is 2D pixel physics and is not offered on a Mesh3D.

01Quick tour

  1. Select a shape, + Add → Physics Body. The artboard gets Earth gravity at the same time.
  2. Draw a wide rectangle under it, add Physics Body, set Body to Static — that's the floor.
  3. Press Play in the artboard's pill. The shape drops, bounces and settles. Drag it and let go: it flies.
Play mode: a ball resting on a static floor, both outlined by the colliders overlay

Physics only runs in play mode. In the editor, bodies stay where you put them.

02Physics Body

The section starts with the body type, and shows only the rows that matter for it:

BodyBehaviour
DynamicSimulated — falls, bounces, gets pushed
StaticImmovable ground or wall. Costs nothing; dynamic bodies always collide with it
KinematicYour keyframes and tweens move it; it pushes dynamic bodies but is never pushed
RowWhat it does
ShapeAuto (ellipse = circle), Box, Circle — the collision outline
SensorA zone that reports Sensor Enter / Sensor Exit and nothing bounces off it
RotateTumble on impact — boxes fall onto a face, circles roll. Off locks the orientation
Bounce0–1, how much energy survives a hit. Default 0.35
Friction0–1, surface grip and damping. Default 0.12

Dynamic bodies add:

RowWhat it does
GravityMultiplier on the world's gravity. 1 is normal, 0 floats, −1 falls up
G OverrideExtra gravity for this body only, X and Y in px/s², on top of the world
MassTwo fields: mass (impulse share and throw divisor, 1 is neutral) and a speed cap in px/s (0 = unlimited; default 2400)
LockFreeze X or Y
BoundsCollide with the parent's box — walls and floor for free — plus an inner padding in px
BodiesCollide with other dynamic bodies (statics always collide)
DraggableDrag it with the pointer in play mode; Throw keeps the velocity on release
Drag FeelThrow strength (×) and follow smoothing (0 = the body sticks to the pointer)

If the body has no gravity to fall with, the section says so — No gravity here — it won't fall on its own — and points you to the artboard's Physics World or a G Override.

03Physics World

Adding a Physics Body to a layer gives its artboard an Earth-gravity world automatically. To change it, select the artboard and open Physics World (add it from + Add if the section isn't there):

RowWhat it does
GravityZero-G, Earth (980 px/s² downward), or Custom
VectorgX and gY in px/s² — down is positive

Every dynamic body inside the artboard multiplies this by its own Gravity row.

04Seeing the colliders

The ⚛ button in the view bar (bottom right of the canvas) outlines every physics body: static bodies in teal, dynamic in gold, sensors dashed. Leave it on while you tune shapes — an ellipse that is really a box, or a floor that ends too early, is obvious at a glance.

The colliders overlay: teal outline on the floor, gold on the ball, a dashed sensor rectangle to the right

05Reacting to contact

Physics feeds Sentences with its own triggers:

TriggerFires
CollideEvery frame two bodies touch
Collide StartThe first frame of a contact
Sensor Enter / Sensor ExitA body enters or leaves a sensor zone
Drag Start / Drag Move / Drag EndA draggable body is picked up, moved, released

A sensor under a basket plus Sensor Enter → Emit Signal is the whole scoring system of a small game.

06Throwing from a rule

The Physics action gives a rule a hand on a body:

SettingValues
TargetThe body
CommandImpulse (add velocity), Set velocity, Stop, Enable body, Disable body, Wake
X / Y velocitypx/s, for Impulse and Set velocity. Right and down are positive — a negative Y throws upward. The default is 0 / −600

Velocities take a stream, so a click can throw a ball harder the further the pointer is from it.

Text Physics does the same for a text layer's letters: Drop (letters fall & scatter) and Reset (back in place). The entrance itself — Anim, Fx, presets — is Text animation.

07Parameter recap

SettingDefault
Body · ShapeDynamic · Auto
Bounce · Friction0.35 · 0.12
Gravity (scale) · G Override1 · 0, 0
Mass · speed cap1 · 2400 px/s
Bounds · Bodieson · on
Draggable · Throwon · on
Throw strength · follow smoothing1 · 0
World gravityEarth (0, 980) once a body exists
Checked against the tool on 2026-09-30.