Pro tools

Physik

Drop your layers into a 2D physics world (they fall, bounce, and collide), then bake the resulting motion to keyframes.

BakesTRANSLATION_XYROTATION (with Tumble)

What it does

Physik drops your layers into a 2D physics world where they fall, bounce, and collide, then bakes the result to TRANSLATION_XY keyframes, and, when they tumble, a ROTATION track too. You direct the simulation with gravity, materials, and forces; the tool runs it and turns the outcome into real timeline motion.

Interactive lesson: Physik

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A guided, click-through tour of Physik in the live plugin, locked to this tool. No Figma needed.

Getting started

Select layers inside a frame. Each becomes a physics body using its real shape. Rects, ellipses, stars, polygons, vectors, and text all get matching collision meshes, so nothing collides as a crude bounding box.

Press Play to preview, Reset to return to the start, then Bake Keyframes to write the motion onto the timeline.

Body types

Every selected layer becomes one of three kinds of body.

Dynamic
Fully simulated: falls, collides, and receives keyframes on bake.
Static
Immovable collider: other bodies bounce off it, but it never moves.
Kinematic
Moves at a constant velocity and pushes dynamic bodies, unaffected by them.

Functions

Any body can also carry a function that adds force to the sim. Right-click a body in the preview for quick type and function access, or drag a spring noodle to connect two bodies.

Magnet
Attract or repel nearby bodies.
Spring
Elastic connection to a target.
Mover
Constant velocity or spin.
Pulsar
Rhythmic scaling.

World & Types

The World tab sets gravity strength and direction, a bounding mode (walls or a bleed boundary), and air drag, the global rules the whole sim obeys.

The Types tab stores reusable material presets (Bouncy, Solid, Slippery, Attractor, Repulsor) that you can stamp onto a selection to set restitution, friction, and density in one click.

Tumble

Tumble gives collisions real rotational response. Off-center hits and friction make bodies spin, and the bake adds a ROTATION track (the center-pivot compensation is handled automatically, since Figma rotates around a layer's top-left). Turn it off for the classic slide-only sim, and for sessions saved before Tumble existed.

Duration & fidelity

Duration sets how long the simulation bakes; Fidelity controls how many keyframes are sampled per dynamic body. More fidelity tracks the motion more precisely at the cost of a denser timeline. Clear Keyframes removes the baked position and rotation tracks, and Save / Load persist your setup on the page.