--- title: "Object Properties" url: "https://help.maxon.net/c4d/en-us/Content/html/OGRAVITATION-ID_OBJECTPROPERTIES.html" section_path: "Simulate Menu > Forces > Gravity Object > Object Properties" element_id: "OGRAVITATION" group_id: "ID_OBJECTPROPERTIES" description: "Defines the strength of the acceleration due to gravity. A negative value for Acceleration produces repulsion instead of attraction." --- ## Object Properties ### Acceleration Parameter ID: `GRAVITATIONOBJECT_STRENGTH` · Range: [-∞..+∞m] Defines the strength of the acceleration due to gravity. A negative value for Acceleration produces repulsion instead of attraction. ### Mode Parameter ID: `PARTICLEBASE_MODE` Here you can define how a Force Objects should affect dynamic objects (these settings have no effect on particles): - **Acceleration**: The modifier twirls the objects around without taking their mass into consideration. Even ,heavy’ objects will behave like feathers. - **Force**: This mode takes the objects’ mass into account, i.e., the ,heavier’ an object is the less it can be affected by the modifier. - **Aerodynamic Wind**: This mode will actually create a flow of air (current) that will cause the objects to react according to their [aerodynamic](https://help.maxon.net/c4d/en-us/Content/html/DYNRIGIDBODYTAG-RIGID_BODY_GROUP_FORCE.html.md) shape. This mode is not available for all modifiers - only for those for which it serves a useful purpose (e.g., Wind, Turbulence, etc.). Note that when using the **Aerodynamic Wind** option, its effect will differ depending on the object over which it flows: - **Rigid Bodies**: The wind will be calculated at the center of the Rigid Body and remain constant across the entire object surface. - **Soft Bodies**: The wind (strength and direction) will be calculated per polygon or vertex and will affect the object accordingly.