After Effects extension · AI-native startup

Physics for your layers. In 2D and 3D.

Gravity simulates rigid bodies on your After Effects layers, lets you preview right in a docked panel, then bakes the result into ordinary keyframes on a duplicate comp. Built by an AI agent team: design, code, tests and QA.

See pricing See how it works Free trial planned · Monthly or yearly
Illustrative render, not Gravity output.

Why Gravity

Believable physics shouldn't take all afternoon.

A bounce, a stack, a logo that tumbles into place. By hand, each one is a pile of keys, timing by eye and redo after redo. Gravity lets the physics engine work out the motion and leaves you with keys you can still art-direct.

The hard way

Hand-keyed physics

  • Every bounce, spin and settle is keyed and timed by eye.
  • Change one object and the rest of the chain needs re-timing.
  • 3D tumbles mean fighting rotation curves and Orientation flips.

With Gravity

Simulate, preview, bake

  • Turn the layers you already have into bodies and press play in the panel.
  • Change friction, bounce or gravity and preview again.
  • Bake to plain keyframes on a duplicate comp, then fine-tune by hand.

Workflow

Four steps. Never leave After Effects.

Gravity development panel at preview frame 42, with body properties, the simulated scene and the cached-frame timeline.
Gravity panel, historical development build, 2026-10-01.
  1. 01

    Rescan

    Gravity reads the layers, cameras and work area of the active comp.

  2. 02

    Select bodies

    Choose Static, Dynamic or Kinematic per layer, in AE layer order.

  3. 03

    Preview

    Play to cache the simulation and scrub any frame.

  4. 04

    Bake

    Write keyframes to a duplicate comp.

Objects in these cards are illustrative renders, not Gravity output.

3D

Real depth. True Z.

3D layers move in X, Y and Z and tumble freely. Rotation bakes to X/Y/Z Rotation rather than Orientation, with multi-turn handling. Mix 2D and 3D layers in the same comp.

Illustrative render, not Gravity output.
  • Look through your AE camera, or orbit the scene.

  • OBJ and glTF models collide as a convex hull, with a box fallback you're told about.

  • Point gravity anywhere, including -Z and +Z.

Gravity Orbit view of a five-body mixed 2D and 3D QA scene at frame 119, with scene bounds and the cached timeline.
Orbit view of a five-body 2D and 3D QA scene. Gravity panel, historical development build, 2026-10-01.

Preview = Bake

What you preview is what you bake.

Bake reads the exact frames you cached. It doesn't run the simulation again. Bake a whole comp, the work area, or just a range, and update only that range in a previous bake.

Cached frames
Baked keys
Illustrative render, not Gravity output.
Gravity timeline showing the work area and the cached-frame and bake range from frame 0 to 119.
Timeline strip: work area and cached-frame / bake range. Development build, 2026-10-01.

Curves

Keys you can edit by hand.

Editable curves are on by default. Gravity keeps keys only where motion means something and joins them with regular Bezier keys.

0306090120150Frames
Illustrative render, not Gravity output.
  • Collision - split tangents, so the bounce angle reads.
  • Apex - smooth turn at the top of a bounce.
  • Rest - flat tangents, no keys while still.
  • Correction - keys where needed to meet tolerance.

For example, an object that bounces three times over 150 frames usually lands around 10 keys.

Tolerance defaults: 0.5 px position, 0.1° rotation. Turn it off for a key on every frame.

Safe

Your original stays yours.

  • Bakes always go to a duplicate composition.
  • One After Effects Undo removes the bake.
  • Plain keyframes. Whoever opens the project doesn't need Gravity.

For important projects, save a copy first.

Gravity bake receipt showing 100 percent, 129 keys, and the duplicate composition Gravity_Resume_QA_20261001 2.
Bake receipt: 129 keys written to the duplicate comp "Gravity_Resume_QA_20261001 2". Development build, 2026-10-01.

Features

Depth when you need it.

  • Joints

    Fixed, Pivot, Piston, Spherical, Spring and Rope.

  • Kinematic release

    Animate with keys, then hand off to physics after the last key or at a frame.

  • Split text into letters

    One shape layer per letter, each colliding on its own outline. For a supported 2D text layer.

  • Shape-aware colliders

    Shape paths, masks, stars and ellipses collide on their outlines.

  • Collision groups

    Eight groups, A to H, with a matrix view.

  • Keyframe the physics

    Animate friction, bounce, damping and gravity over time.

  • Simulation bounds

    Comp, 2x, Custom or Unlimited, shown as a dashed box.

  • Direct handles

    Drag start pose, velocity, center of mass and gravity right in the viewport.

Objects in these cards are illustrative renders, not Gravity output.

Feature detail

Everything in the panel.

The full list, as the panel ships in the development build. Nothing here is a roadmap item.

01Bodies
  • Static, Dynamic and Kinematic per layer
  • Kinematic layers follow their AE keys, then release to physics after the last key or at a chosen frame
  • 2D and 3D layers in one simulation world
02Collision shapes
  • Shape layer paths and masks collide on their outlines
  • Parametric rectangles, ellipses and stars
  • Text and footage use their bounds; split text into letters for per-glyph outlines
  • OBJ and glTF models as a single convex hull, with a visible box fallback
03Materials
  • Friction, bounce (restitution), damping and gravity scale per body
  • All of them keyframeable, with a graph and a table editor
  • Outcome presets: Soft drop, Bouncy, Heavy and sticky
04Joints
  • Fixed, Pivot, Piston, Spring and Rope
  • Spherical joints between two 3D bodies
05World
  • Gravity direction on X, Y and Z, with Down, Up, Left, Right, -Z and +Z presets
  • Simulation bounds: Comp, 2x, Custom (six faces) or Unlimited
  • Collision groups A to H with a matrix
06Viewport
  • Comp view, AE Camera (matches the active camera) and Orbit with Front, Right and Top
  • Drag handles for start pose, velocity, anchor and center of mass, and gravity; Esc cancels
07Timeline and bake
  • Work area, cache range, bake range and physics keys in one strip, with a stale-cache warning
  • Bake the comp, the work area or a custom range; update only that range in a previous bake
  • Editable curves with 0.5 px / 0.1° default tolerances, or a key on every frame
08Safety and privacy
  • Every bake goes to a duplicate comp; one AE Undo removes it
  • Clear reasons when a layer can't be a body
  • Diagnostics are a local ZIP you create; nothing is sent automatically

Use cases

Made for motion design work.

  • Motion graphics

    Drop, stack and knock over shape layers that collide on their real outlines, then keep the curves for timing passes.

    Shape-aware colliders · Editable curves

  • Kinetic typography

    Split a supported 2D text layer into letters and let every glyph fall and collide on its own outline.

    Split text into letters · Collision groups

  • Logo animation

    Animate the logo with keys, then let it drop into place with physics after the last key or at the frame you choose.

    Kinematic release · Joints

  • Product and 3D shots

    Tumble 3D layers and OBJ or glTF models through your AE camera, with rotation baked to X/Y/Z Rotation.

    3D layers · Convex hull models · AE Camera

Objects in these cards are illustrative renders, not Gravity output.

Compare

How it differs from Newton 4.

GravityNewton 4
Simulation space2D and XYZ 3D rigid bodies2D rigid-body simulation
Preview to outputBake reads the preview frame cacheRender solves the simulation again before converting to keys
After Effects outputCommon groundEditable keyframes on a duplicate compEditable keyframes, with an option to apply to a copy

Based on each product's public documentation, checked 2026-09-29. Newton is a trademark of Motion Boutique. Newton can still be used to create 3D-looking shots.

Built with AI · AI-native startup

Built by an AI agent team. Solved by a real physics engine.

We are a small AI-native startup. An AI agent team worked with us on the design, code, tests and QA of Gravity, and the visuals on this site were made with AI image generation. The physics inside Gravity is not AI: it runs on Rapier, a deterministic rigid-body engine.

  1. 01

    Plan

    The owner sets the goal; planning agents turn it into a written plan with success criteria.

  2. 02

    Build in parallel

    Implementation agents work in separate branches at the same time.

  3. 03

    Verify in After Effects

    Changes are checked inside a real After Effects session, not only in unit tests.

  4. 04

    Keep the evidence

    Screenshots, logs and reports from each run are saved next to the work.

  1. Aug 12, 2026

    The spec is reviewed from six angles and revised 18 times. The first two milestones pass in a real After Effects session.

  2. Aug 26, 2026

    Four parallel worktrees: 3D volume, 2D-to-3D conversion, gizmos, and integration with QA.

  3. Sep 22, 2026

    A full native journey in the installed panel: scan, preview, bake and Undo, with screenshots and receipts.

  4. Sep 28, 2026

    Panel redesign checked with 1,663 automated tests, 147 browser scenarios and native self-tests.

  5. Oct 4, 2026

    1,839 tests and 151 browser QA scenarios pass at one recorded revision.

  6. Oct 7, 2026

    This site: visuals generated with ima2, every claim checked against the product records.

  • AI agent team

    OmO coordinates GPT and Claude agents in separate roles (planning, parallel implementation, research, review and QA), directed by the owner.

  • Verified in After Effects

    Native After Effects runs caught defects that green unit tests missed, and they were fixed before sign-off.

  • AI-designed visuals

    Every illustration on this site was generated with ima2 and is labeled as an illustration.

Gravity contains no AI features. Nothing you simulate is sent to an AI service.

Pricing

Subscribe, or buy it once.

Draft pricing, shown so you know what to expect. Purchasing opens at release.

  • Monthly

    For trying Gravity on a project

    $12/ month

    Draft price

    Billed monthly.

  • Studio

    For teams

    $384/ year

    Draft price

    5 seats, billed yearly.

  • Perpetual

    For owning a version outright

    $199one-time

    Draft price

    Pay once. Includes 12 months of updates.

Compare plans

System requirements

What you need.

After Effects
2025 (25.0) or later. Gravity is a CEP 12 panel, developed and tested in After Effects 2026.
Operating system
Windows. macOS has not been verified yet.
Graphics
A GPU with WebGL support for the panel preview.
Interface
English interface. Korean user guide.
Output
Ordinary AE keyframes. Opening a baked project doesn't need Gravity.

The final list of supported versions will be published with the release.

FAQ

Is there AI inside Gravity?

No. The simulation runs on Rapier, a deterministic rigid-body physics engine. AI agents helped us design, build and test Gravity; they don't run inside your After Effects.

Do people I send the project to need Gravity?

No. Output is ordinary AE keyframes.

Are 3D models collided exactly?

They use a single convex hull built from the model's vertices. Concave shapes are approximated; if a hull can't be built, Gravity falls back to a box and says so.

What about text?

Text uses its bounds. Use Split into letters to make each letter of a supported 2D text layer collide on its outline.

Which layers can't be bodies?

Cameras, lights, nulls, audio, guides; plus 3D states like Auto-Orient or per-character 3D, each with a stated reason.

Does it add motion blur?

No. Turn it on in After Effects after baking.

Things pass through each other.

Turn on CCD for fast or thin bodies, or raise the solver rate.

Is anything sent from my machine?

Diagnostics are collected into a local ZIP only when you run it; nothing is sent automatically.

Which After Effects versions?

Development targets After Effects 2025 (25.0) and later on Windows. The final list will be published with the release.

From first drop to final bake.

Physics for your After Effects layers, in 2D and 3D, with keys you can still edit.