PhysicDesk

A real-time 2D physics simulator for After Effects — fast, accurate, and running right inside your viewport. Build scenes with dynamic, static, and animated bodies; connect them through pivot, weld, spring, wheel, and rope joints; add force zones for wind, magnets, portal, and explosions; layer in particle emitters, fracture, soft bodies, and sound-driven motion. When the simulation looks right, bake every motion path into native After Effects keyframes — fully editable, ready to render.

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Description
PhysicDesk // Field manual Real-Time Physics · Adobe After Effects
// simulate → record → bake
Real physics,
right inside After Effects.
PhysicDesk is a real-time physics workspace that lives inside After Effects. Build a scene, simulate it live, and bake the result to fully editable keyframes — no external renderers.
                 
Real-time Editable keyframes Windows & macOS Any AE language
REEL.00 — PhysicDesk in motion

PhysicDesk 2 — Official Preview

Index /
What's inside
A full set of physics modes — Dynamic, Static, Motor, Soft Body and more
Draw shapes in the panel, or import straight from your comp
Particle emitter with shapes, custom paths, letters and text
Rope & chain, plus a full joint system for working machines
Portals, explosions, breakable & shatter destruction
Sound-driven physics bound to live audio frequency bands
Import keyframed layers and keep them in sync with After Effects
Record Pool — keep unlimited takes and compare them
Save scenes, capture snapshots, stay safe with Auto-Save
Bake everything to clean, fully editable keyframes
How it works
A complete physics toolkit, from the first shape to your final keyframes.
06 chapters · 25 figures · 01 payoff
01
Chapter 01
Build & play
Fig.01 / Create
Draw & create — right in the panel
Start creating right away with the panel's built-in drawing tools. Sketch shapes, lines and custom forms directly on the stage, then build out your whole scene from scratch — there is no need to jump back to After Effects or prepare any layers in advance.
Draw and create — right in the panel
Fig.01 — Draw & create
Panel / Playback
Timeline
Everything plays back on the Timeline. Press Play to run the simulation live, Record to capture it, and Reset to start fresh. Switch on Loop Play to watch it repeat, set the total number of frames in a single field, and pick your frame rate — all right here, simple and quick.
Timeline
Panel — Timeline
Fig.02 / Takes
Record Pool
Every take is saved to the Record Pool, so you can keep as many records as you like. Preview each one as a thumbnail, switch between them instantly, and browse your whole history to compare takes and pick the one you want.
Record Pool
Panel — Record Pool
Record Pool
Fig.02 — Record Pool
02
Chapter 02
Behaviour
Modes / Behaviour
Physics modes
Every shape has a physics mode that defines how it behaves. Pick a mode below, then fine-tune Mass, Friction and Bounce or apply a Material preset. The last two, Keyframed and PhysLink, appear only when the selected layer was imported with its own keyframes.
Dynamic
A fully simulated body — it falls under gravity, collides with everything and reacts to every force in the scene.
Static
Fixed in place and immovable, yet still solid, so other shapes collide and pile up against it.
Motor
Drives a shape with continuous, powered motion. Choose how it moves — Oscillate on X, Y or XY, Rotate, Pendulum or Orbit — then set its Amplitude, Speed, Phase and Range.
Sleeping
Starts at rest and stays put until another object strikes it, then wakes up and joins the simulation.
Elastic
Holds a shape to an anchor point with a spring, so it stretches away and springs back. Tune Stiffness, Damping and Spin Damp, move the Anchor, and even cancel Gravity for a floating, elastic feel.
Path Follow
Sends a shape travelling along a path you define — set its Direction, Distance, Speed and Curve, add Ease In and Out, and choose One Way, Round Trip or Loop.
Soft Body
Turns a shape into a deformable, jelly-like body built from soft segments. Control Stiffness, Damping, Pressure, Buoyancy, Smoothing and Bounce, and switch on Jiggle for extra wobble.
Dead
Excluded from the simulation entirely — ideal as a source shape for an emitter or as a visual reference.
Keyframed
Plays back the layer's own imported keyframes exactly as they were animated.
* Appears only when the imported layer has keyframes.
PhysLink
Follows the imported keyframes while still colliding and reacting, blending hand-animated motion with live physics.
* Appears only when the imported layer has keyframes.
Fig.03 / Constraints
Fixed Rotation & Pin Position
Lock a shape's spin with Fixed Rotation so it slides and collides but never rotates, with an adjustable lock strength — or use Pin Position to anchor a shape in place while it still reacts to hits.
Fixed Rotation and Pin Position
Fig.03 — Fixed Rotation & Pin Position
Fig.04 / Reactions
On Collision — actions & sound
Make a shape respond the moment it is hit. Trigger an action on collision, or play a sound on impact, so your scene reacts and sounds off exactly when objects strike.
On Collision — actions and sound
Fig.04 — On Collision
Fig.05 / Timing
Layer Trim
Trim a shape's active range so it only takes part in the simulation between the frames you choose.
Layer Trim
Fig.05 — Layer Trim
03
Chapter 03
Workflow
Fig.06 / Workflow
Select & batch-edit
Select a whole group of shapes at once and change their properties together, or scatter random values across the entire selection for instant, organic variation.
Select and batch-edit
Fig.06 — Select & batch-edit
Fig.07 / Combine
Merge
Merge multiple shapes into a single combined body that moves as one.
Merge
Fig.07 — Merge
Fig.08 / Combine
Bind
Bind shapes together so they move as a connected group while still flexing under force.
Bind
Fig.08 — Bind
Fig.09 / Populate
Generate
Populate a scene in seconds by scattering shapes with the Random, Grid and Pattern generators.
Generate
Fig.09 — Generate
04
Chapter 04
Import & animate
Fig.10 / Import
The Import panel
Open the Import panel and it instantly detects the layers in your composition, listing them clearly so you can choose exactly what to bring in — fast, tidy and effortless.
The Import panel
Fig.10 — The Import panel
Fig.11 / Import
Import your layers
Bring in shapes, text down to the single character, images and masks straight from your composition.
Import your layers
Fig.11 — Import your layers
Fig.12 / Import
Import keyframed layers & sync
Import layers that already carry keyframes, keep them in sync with After Effects, and choose how the motion continues once the keyframes end — Dynamic, Dynamic + Velocity, Loop, Ping Pong or Static.
Import keyframed layers and sync
Fig.12 — Import keyframed layers & sync
Fig.13 / Import
Animated nulls as Emitter or Magnet
Rename an animated null — keyframed or driven by a Wiggle expression — and import it as a moving Emitter or Magnet, so its motion drives your particles or pulls shapes around the scene.
Animated nulls as Emitter or Magnet
Fig.13 — Animated nulls as Emitter or Magnet
Fig.14 / Animate
Animate properties — Toggle Keyframe
Turn on Keyframe mode and use the Toggle Keyframe button to animate properties over time right inside the tool, so values can change as the simulation plays.
Animate properties — Toggle Keyframe
Fig.14 — Animate properties
05
Chapter 05
Systems & forces
Fig.15 / Particles
Emitter — particle system
Emit from a Point, Line, Circle or Rectangle using built-in shapes, custom paths, letters or your own text, with full control over life time, fade, color and collision groups.
Emitter — particle system
Fig.15 — Emitter
Fig.16 / Teleport
Portal
Teleport shapes between an entrance and an exit, with two-way travel, two-sided openings, and portals you can parent to moving objects.
Portal
Fig.16 — Portal
Fig.17 / Connect
Rope & chain
Connect shapes with realistic rope that drapes and collides, complete with Tear, Stretch, Wave and Turbulence.
Rope and chain
Fig.17 — Rope & chain
Fig.18 / Mechanisms
Joints
Build real mechanisms with Pin, Weld, Pivot with angle limits, Spring, Piston and Wheel — enough to assemble working machines and vehicles.
Joints
Fig.18 — Joints
Fig.19 / Audio
Sound-driven physics
Drive shape and emitter properties straight from your audio, binding them to the Bass, Lo-Mid, Mid or Treble frequency bands through the Live Spectrum.
Sound-driven physics
Fig.19 — Sound-driven physics
Fig.20 / Destruction
Explosion
Blow shapes apart with adjustable Radius and Strength, and time it precisely using Delay and Repeat for sequences of blasts.
Explosion
Fig.20 — Explosion
Fig.21 / Destruction
Breakable & shatter
Let shapes fracture and break apart on impact for clean, satisfying destruction.
Breakable and shatter
Fig.21 — Breakable & shatter
06
Chapter 06
Shaping & saving
Fig.22 / Shaping
Trim & Edges
Open up hollow shapes by trimming them and removing individual edges — turn a closed ring into a bowl, a funnel or a half-pipe that catches and guides other shapes.
Trim and Edges
Fig.22 — Trim & Edges
Fig.23 / Shaping
Hollow shapes & parenting
Place an Emitter or other shapes inside a moving hollow shape and parent them to it — even Static shapes can be parented — so everything travels together as the shape moves.
Hollow shapes and parenting
Fig.23 — Hollow shapes & parenting
Fig.24 / Shaping
Hollow Shape Options — Trap (one-way)
On a static hollow shape, open the Hollow Shape Options and switch on Trap (one-way): particles and shapes can flow in but never get back out, turning your hollow shape into a one-way catcher.
Hollow Shape Options — Trap (one-way)
Fig.24 — Trap (one-way)
Note / Save
Save your scenes
Save complete scenes with their records, capture quick Snapshots, and keep your work safe with Auto-Save.
The payoff · Export
Export to After Effects.
When the motion feels right, bake your whole scene onto native After Effects layers and keep working exactly the way you always do. Choose how the motion is written, then refine it like any other animation — nothing is locked, and no external renderer is ever needed.
Mode A
Keyframes
Writes native Position and Rotation keyframes straight onto each layer. Retime, re-ease, move, delete or tweak any keyframe by hand, parent layers and stack more animation on top — it renders natively, with nothing left behind.
Mode B
Expressions
Drives the motion with expressions instead, keeping your timeline clean and letting you offset or retime the whole animation at once. Convert it to keyframes whenever you want frame-level control.
Bonus
Offset slider on every layer
Each exported layer also carries an Offset slider, so you can shift all of its keyframes together for quick, effortless timing changes — no selecting and dragging by hand.
Export to After Effects
Fig.25 — Export to After Effects
                 
Full walkthrough
Watch the complete tutorial
A step-by-step walkthrough of every tool in PhysicDesk, start to finish.
REEL.01 — Complete tutorial
Notes & compatibility
[✓]Works with Adobe After Effects on Windows and macOS.
[✓]Fully universal — built to run with After Effects in any language.
[✓]Exports standard, editable keyframes, with an optional expression-driven mode. No external renderer required.
[✓]Simulation runs in real time inside the panel; the final result is baked to keyframes in your timeline.
PhysicDesk — Real-time physics simulation for After Effects. // end of manual

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Version History

2.0.141 -

Jul 15, 2026

NEW — LIQUID SIMULATION
- Full real-time liquid engine: pour and pool modes, viscosity, liveliness, impact bounce and liquid presets
- Fast solver — heavy scenes and fine-grained liquid stay responsive, even while recording
- Splash droplets with intensity and style controls, plus Motion Stretch for fast-moving liquid
- Foam & whitewater with per-speck size and opacity, amount and lifetime controls
- Surface Highlight with custom color and width
- Drain zones — liquid leaves the scene wherever you place them
- Liquid Scale — one knob for the grain of the whole liquid: chunky cartoon fluid or fine realistic water
- Two-Way mode — the liquid pushes rigid bodies around
- Emitter parenting with full AE-style rotation — pour along moving, rotating hosts and hand-drawn paths
- Everything exports to After Effects as clean, editable shape layers, with edges that match the in-tool preview

NEW — TOOLS & MOTION
- Squash & Stretch — cartoon impact deformation on collisions
- Goal Solver — pick a target and PhysicDesk finds a physical trajectory that hits it, with Soft Land / Fast Impact arrival styles and multi-goal protection
- Path Spring — bodies follow hand-drawn paths; Static bodies become kinematic movers and Dead bodies become collision-free moving nulls — the perfect carrier for parented tools

IMPROVEMENTS
- Rebuilt Magnetism — velocity-based attraction, clean release, and a new per-group Affects row (ALL / A–E), just like force zones
- Scene-Object emitter, reworked — imported layers now emit naturally: clones spread and push each other correctly, never spawn inside each other, never tunnel through walls, keep their true masked shape in recording playback, and stale sources after a scene reload no longer emit broken shapes
- Separation, rethought — Emitter Separation now fades with particle age (no more sudden late-life jolts), World Separation respects Dead and Trigger bodies, and the emitter, world and birth separators no longer interfere with each other
- Parenting everywhere — Magnet, Repeller, Explosion, Particle Emitter and now Fluid can all ride another body; parent pickers list Dead + Path carriers first
- Dead bodies are now truly immovable — never pushed by walls or separation, reliable scene dressing anywhere
- Breakables, ropes, pistons, welds and elastic anchors refined across the board
- Native After Effects progress palette during export with detailed per-stage progress — always visible, even when the panel loses focus
- Faster, more reliable export pipeline across bodies, particles and effects
- Multi-selection correctly reports shared body type
- Cleaner, reorganized panels with tuned defaults and an Advanced section

FIXES
- Stale emitter sources after scene reload no longer emit broken shapes
- Export progress palette closes properly when the export finishes
- …and dozens of bug fixes and stability improvements across recording, playback, import, export and licensing

1.6.23 -

Jun 8, 2026

*Initial release

Compatibility

After Effects

2026, 2025, 2024, 2023, 2022

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Updated: Oct 21, 2025 1:35 AM

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