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Simulate rigid-body physics

Drop objects, bake a simulation, and let it drive the render.

Let a rigid-body solver drive an object instead of hand-keyframing it — good for dominoes, bouncing balls, and collision demos.

Enable physics on an object

  1. Select a 3D solid.
  2. In its Phys tab, click Enable physics.
  3. Set Type:
    • Dynamic — falls under gravity, collides, bounces.
    • Static — an immovable collider (floor, wall, ramp) that dynamic bodies can hit but that never moves itself.
  4. Set Hull (collision shape) — Auto derives it from the solid's geometry, or force Box/Sphere.

For dynamic bodies, also set:

FieldMeaning
Masskilograms
Bounce (restitution)0 = dead stop on impact, 1 = perfectly elastic
Frictsurface friction — 0 is ice, ~1 is grippy
Initial velocity (X/Y/Z)starting linear velocity, units/s
Initial spin (X/Y/Z)starting angular velocity, rad/s about each axis

Set the scene's physics world

At the scene level, set gravity (a 3-axis vector — the app is z-up, so gravity typically points in −z) and whether a ground plane exists for objects to land on.

Bake it

Press Bake simulation (Scene panel). This runs the solver forward once, start to finish, and records a dense per-frame position + rotation track for every dynamic body.

Once baked, physics wins over keyframes for that object — the same priority a Manim per-frame updater would have. The baked track drives both the live preview and the final render; any position/rotation keyframes you'd set manually on a baked object are overridden. Discard the bake (trash icon next to the "Baked · N frames" badge) to go back to keyframing it yourself.

Re-bake after changing mass, restitution, friction, initial velocity, gravity, or scene layout — the baked track doesn't update itself.