---
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.
