features

Everything MatterAE does

The full list, in plain language, no engineering speak. If you just want the highlights, the home page has those. This is the complete tour.

Getting your layers in

When you open MatterAE before loading anything, you get a clean start screen.

  • Activate license. Right at the top. Paste your Gumroad key, or follow the link to grab one. An education key goes in this exact same field. Once it is in, the button is replaced by a quiet "Licensed to: you@email.com".
  • Load selected layers. Brings in just the layers you have highlighted in your timeline.
  • Load all layers. Pulls in every layer from your active comp at once.
  • Convert to bezier. After Effects shapes like rectangles, ellipses and stars do not expose their real outline. One click converts them so MatterAE can read their shape properly.
  • Stroked lines collide automatically. A line or drawn squiggle that is just a stroke with no fill used to have no collision area. MatterAE now expands it into a solid shape matching the stroke's width and end cap, so it comes in ready to collide with no extra setup.
  • Images with transparency trace themselves. A PNG (or any other still image with an alpha channel) needs no mask: MatterAE reads the pixels on import and builds the collider from the visible silhouette. Several separate elements in one image each become their own colliding part. Opaque photos and video still work the way they always have: draw a mask on them and MatterAE uses that as the shape.
  • Split shape layers. Got one layer with several shapes in it? This splits it into one layer per shape, so each becomes its own physics object.
  • Open a saved setup. Pick up a physics setup you saved earlier, straight from the start screen.

Shape Studio

The other way in: skip importing and draw physics shapes right in the panel. A Shape Studio-only project bakes into a comp of its own; it never touches or duplicates an existing composition unless you also bring in real AE layers.

  • Rectangle, ellipse, polygon and star. Drag on the canvas to draw. Shift keeps a rectangle square or an ellipse round; polygon and star drag out from the center.
  • Freeform pen. Click to add points, click the first point again to close the shape.
  • Select and transform. Click a shape to select it, drag to move, corner handles resize, the top handle rotates.
  • Per-shape color. Pick a color for each shape you draw. It carries through to the bake.
  • Arrange tools. Fix Overlap nudges shapes apart so none touch, Duplicate copies a selection with a small offset, Scatter spreads a selection to random non-overlapping spots, and Align lines a selection up to the comp.

Shape Emitter

  • Place it once, it keeps spawning. The Shape Emitter is a special studio tool: drop it on the canvas and it emits a stream of shapes over time from that fixed point.
  • Direction and spread. A dial sets the launch direction; a spread angle adds a fan of variation around it.
  • Speed and size, with variation. Set a base speed and size for spawned shapes, plus how much each one can randomly vary.
  • Which shapes it emits. Pick from rectangle, ellipse, polygon or star. With more than one picked, it cycles through them in order.
  • Shape settings per kind. Expand a shape type's arrow for a small live preview and its own controls: rounding plus a bar-to-square slider for rectangles, an egg-to-circle slider for ellipses, corner count for polygons, point count for stars.
  • Isolated preview. Preview just the emitter and what it spawns, with everything else in the scene dimmed out of the way so you can judge it on its own.

The canvas, and getting around it

  • Live preview. A real simulation area where your shapes fall, bounce and collide. It runs at your comp's frame rate, so what you see is what you bake.
  • Play and pause. Start and stop the sim. Even in Lite, the free version, you can run it as long as you want to test a setup fully.
  • Reset. Snaps everything back to its frame-0 start and clears any built-up motion.
  • Hand tool. Pause and grab any shape to move it. Where you drop it becomes its new starting position.
  • Zoom in, out, fit. Standard zoom, plus a fit button that sizes the view to your panel.
  • Show outside comp. Doubles the view so you can watch things fly in from off-screen or fall away past the edge, with a clear border marking your real frame.
  • Edge auto-scroll. Drag a shape toward any edge of the canvas and the view scrolls to follow, so large scenes stay easy to navigate.
  • Shift-click to select. Hold shift and click shapes right on the canvas to build up a selection, even while the sim runs.

The layer list

Every compatible layer gets its own row. Layers that cannot take physics (like nulls) show up grayed out, so nothing breaks.

  • Color dot. Mirrors your layer's comp color so you can spot it at a glance.
  • Rename. Click the name to rename it inside MatterAE, without touching the real layer name in AE.
  • Collision group. Drop a layer into a group (1 to 8). Same group means they pass through each other but still hit everything else. Set it to "-" and it collides with everything.
  • Layer mode. The big one. Five color-coded modes:
    • Dynamic (blue). Full physics. Falls, blows in the wind, bounces.
    • Static (gray). Never moves. Your floors, walls and ramps.
    • Sleeping (orange). Frozen until something hits it, then it wakes up and behaves like Dynamic.
    • Kinematic (purple). Follows your AE keyframes like a motor, shoving other things out of the way.
    • Inactive (dark gray). Faded out and ignored completely. Reference only.
  • Weight. How heavy the object is. Heavier things carry more momentum and push lighter ones around.

Kinematic timing (only shows in Kinematic mode)

  • Original AE timing. Waits at its start until the sim reaches its first keyframe, then moves.
  • Start immediately. Ignores the timing and plays from frame 0.
  • On collision. Stays frozen until something bumps it, then plays its animation from the top. This is the hold-then-release trick.
  • On sensor hit. Stays frozen until something enters a sensor zone you link to it, then plays its animation from the top, no direct hit required.
  • Auto-detected for you. Any layer animated by keyframes, or purely by an expression like wiggle() with no keyframes at all, imports as Kinematic automatically and drives the sim without you switching its mode by hand.

Per-layer advanced settings

  • Corner rounding. Rounds the corners of the physics shape so boxes roll instead of catching. Only affects physics, not your artwork.
  • Hitbox shape. Use the exact outline, the new Convex Hull (its simplest solid wrap, fast and stable), or swap in a circle or rectangle for simpler collisions.
  • Hitbox padding. Grow or shrink the collision edge in pixels. MatterAE pre-fills this from your stroke width so things collide on their visible edge.
  • Simplify. If a detailed shape (tight curves, serifs) comes in jagged, turn this up to smooth the outline. Turn it down to keep fine detail. (This replaced the old Spike Filter.)

Animators

Stack up to 8 of these on any layer, each with its own settings, no physics slider required. Most are pure forces, so they bake for free as ordinary position and rotation keyframes. Heartbeat and Inflate also drive real Scale keyframes, and Duplicator, Cell Split, Pop and Crumble create or remove real layers in the bake.

  • Force Field. Attract pulls nearby dynamic layers toward it, Repel pushes them away, with real falloff over a range you set. It moved here from the per-layer settings in 2.0; existing setups keep working.
  • Wiggle. Pushes a layer around organically so it drifts and shivers on its own, in position, rotation, or both.
  • Float. Makes a layer light like a balloon: hovers weightless, rises, or just falls slower, with a gentle side-to-side sway.
  • Pulse. A rhythmic kick on every beat, like it is dancing to music. Set the BPM, how hard it hops, and which direction.
  • Orbit. Circles the comp center or another layer. Set the distance and the speed in degrees per second.
  • Swarm. Layers with Swarm move as one flock: drift toward each other, match speeds, keep a polite distance. Collision groups form their own separate flocks.
  • Return Home. Gently pulls a layer back to where it started, however hard it gets knocked around.
  • Face Motion. Automatically rotates a layer to point the way it is moving, like a fish, an arrow, or a paper plane.
  • Look At Me. Turns a layer to face a target layer, or the comp center, whenever it is inside an influence circle.
  • Heartbeat. Rhythmically swells and shrinks like a beating heart, in time with a BPM you set.
  • Inflate. Smoothly grows or shrinks a layer to a target size over time, like a balloon being blown up.
  • Duplicator. Emits a copy of itself on a steady beat, one duplicate per interval.
  • Cell Split. Real mitosis: a layer divides in two, then every cell divides again each cycle, until it reaches the family size you set.
  • Pop. Bursts at a set time or on first touch, vanishing with a bang and shoving everything nearby away.
  • Crumble. Breaks apart at a set time or on first touch: vanishes and scatters a few smaller pieces that tumble away.

Sensor zones

Invisible trigger areas you wire to a Kinematic or Sleeping layer.

  • Create it from a Kinematic or Sleeping layer. Open either mode's settings, switch its trigger to "On sensor hit", then add a new zone or pick an existing one.
  • Its own row at the bottom of the layer list. A sensor gets a distinct SENSOR label and color, no mode dropdown (it is not a physics body), and an expandable note telling you exactly what it triggers.
  • Edit Sensor Mode. Creating or selecting a sensor drops you into a focused editing view: the preview jumps to frame 0, every other shape dims and stops responding to clicks, and a clear badge with an Exit button keeps you oriented.
  • Drag the four corners to resize it. It always stays a true rectangle, never a skewed shape, and marquee-select in the preview skips right over sensors.
  • Invisible where it counts. A sensor never appears in your baked AE comp and never physically pushes anything. It draws under every other shape so it can never block a click.

Global physics settings

The universal rules for the whole scene.

  • World presets. Instant moods: Default, Bouncy Castle, Slippery Ice, Moon Gravity, Heavy Sludge, Zero-G.
  • Reset to default. Snaps every global slider back to factory.
  • Gravity X and Y. Direction and strength. Positive Y falls down, negative floats up, X pulls sideways.
  • Gravity scale. How fast gravity accelerates everything.
  • Bounciness. How much energy shapes keep when they hit something.
  • Friction and static friction. How slippery things are, and how much of a nudge it takes to get a still object sliding.
  • Air resistance. Atmospheric drag. Crank it and light things drift down like feathers.
  • Sleep threshold. How still something has to be before it counts as asleep. Higher means things settle sooner, which keeps everything running smoothly.
  • Time scale. Speed up or slow down time for slow-mo effects.
  • Wind direction dial and strength. Drag a dial to aim the wind and set how hard it blows, instead of tuning X and Y separately. Great for leaves, smoke or a steady drift.
  • Turbulence and gust speed. Turn the wind from a dead-flat push into natural gusting and swinging, with a strength and a speed slider. Leave it at zero for the old steady wind.
  • Comp walls (top, bottom, left, right). Toggle invisible solid walls along your frame edges to keep things contained.

Timeline and keyframes

An After Effects style keyframe editor built into the bottom panel, for animating the simulation's own inputs over time.

  • Stopwatch keyframes. Arm gravity, wind, or any animator's own sliders with a stopwatch, the same way you would in After Effects.
  • Move the playhead, change the value. MatterAE places a real keyframe automatically; the physics follows it in the preview and in the bake.
  • Drag keyframes to move them. Double-click a lane to add one directly.
  • Easing. Click a selected keyframe to cycle Linear, Ease In, Ease Out and Easy Ease. Alt-click for a hold.
  • Delete or right-click to remove a keyframe.
  • Scrubbing matches the bake. Dragging the playhead re-simulates up to that exact frame, so the pose you see while scrubbing is exactly what the bake produces, not an approximation.

The action toolbar

Appears when you select things.

  • Select group. With one layer picked, grabs every other layer in its group for fast bulk edits.
  • Pin to world. Pins a spot on a shape to a fixed point. An orange crosshair appears that you can drag, so things swing like a pendulum or hang like a sign.
  • Connect rigid. Links selected layers with solid rods that hold their distance.
  • Connect spring. Links them with stretchy springs that bounce on impact.
  • Connect chain. Opens a dialog to link things into a rope or chain, with control over stiffness, damping, length and a hard max stretch.
  • Randomize weights. Spreads varied weights across a selection for natural-looking chaos.
  • Delete. Removes the selected layer from the simulation, with a quick confirm so nothing disappears by accident.
  • Batch editing. With several layers selected, changing one property on one row applies it to all of them at once.

Baking and saving

  • Bake to new comp. The main event. Duplicates your comp, clears out conflicts, and lays down clean, editable AE keyframes of your whole simulation.
  • The Lite bake limit. You can simulate and preview as long as you like for free. Only the bake to AE is capped at 3 seconds in Lite, until you unlock with a license.
  • Bake warning. If you are over 3 seconds without a license, a clear note appears in the Bake panel before you export, so there are no surprises.
  • Collision markers. Tick this before baking and MatterAE drops a marker on every frame two shapes hit, named after both, so your SFX line up perfectly.
  • Save setups in your project. Stores your whole setup (weights, links, walls, everything) right inside your AE project file, tucked out of the way.
  • Name, save, load. Name a setup and save it. It warns you before overwriting, and you can reload any setup from a dropdown.

Little things that add up

  • Double-click any slider to reset it to its default.
  • Undo controls in the sidebar, up to 30 steps deep, covering slider moves, mode swaps, renames and links, with a step back or a full revert to the start.
  • Copy and paste layer settings in one click, carrying weight, mode, group, rounding, hitbox, padding and timing.
  • Deactivate license to free your key up and move it to another machine.

Drop something. Watch it land.

Free to try with the whole plugin in your hands, or unlock it fully for $35, once, no subscription.