 
 		velocity = @velocity
 
-		velocityX = velocity.x * @momentumVelocityMultiplier * @speedX * (1 / @_screenScale.x) * @layer.scaleX * @layer.scale
-		velocityY = velocity.y * @momentumVelocityMultiplier * @speedY * (1 / @_screenScale.y) * @layer.scaleY * @layer.scale
+		velocityX = velocity.x * @momentumVelocityMultiplier * @speedX * (1 / @_canvasFrame.x) * @layer.scaleX * @layer.scale
+		velocityY = velocity.y * @momentumVelocityMultiplier * @speedY * (1 / @_canvasFrame.y) * @layer.scaleY * @layer.scale
 
 		@_setupSimulation()
 		@_isAnimating = true

			y: touchEvent.clientY - @_correctedLayerStartPoint.y

		# Store the current layer scale so we can correct movement for it
		@_screenScale =
			x: @layer.screenScaleX()
			y: @layer.screenScaleY()

		document.addEventListener(Events.TouchMove, @_touchMove)
		document.addEventListener(Events.TouchEnd, @_touchEnd)

			y: touchEvent.clientY - @_correctedLayerStartPoint.y - @_layerCursorOffset.y

		# Scale the offset with the screen scale for the current layer
		offset.x = offset.x * @speedX * (1 / @_canvasFrame.x) * @layer.scaleX * @layer.scale
		offset.y = offset.y * @speedY * (1 / @_canvasFrame.y) * @layer.scaleY * @layer.scale

		# See if horizontal/vertical was set and set the offset
		point = @layer.point
