AngularVelocity
The AngularVelocity constraint applies torque on an assembly to maintain a constant angular velocity. Alternatively:
- If you want to control the amount of torque applied, use a Torque constraint.
- If you only need initial angular velocity, set the AssemblyAngularVelocity method directly on the assembly.
When configuring this constraint, it may be helpful to study Roblox Units to understand how Roblox units compare to metric units.
Relativity
Application of velocity can be controlled through the constraint's RelativeTo property. If set to World, the angular velocity vector is used as is. If set to Attachment1 and the constraint's Attachment1 property is set to another attachment, the angular velocity will be affected by that of the other attachment. Setting RelativeTo to Attachment1 also exposes the ReactionTorqueEnabled property.
Summary
Properties
A Vector3 that gives the desired or target angular velocity.
Magnitude of the maximum torque the constraint can apply.
Causes the constraint to apply equal and opposite reaction forces.
Indicates if the constraint is currently active in the world.
The Attachment that is connected to Constraint.Attachment1.
The Attachment that is connected to Constraint.Attachment0.
The color of the constraint.
Toggles whether or not the constraint is enabled.
Toggles the constraint's visibility.
Properties
AngularVelocity
A Vector3 that gives the desired or target angular velocity. This vector is set in the CFrame expressed by the RelativeTo property.
ReactionTorqueEnabled
This property, when enabled, causes the constraint to apply equal and opposite reaction forces. This is important if the two attached parts can collide, since without reaction forces collisions can create energy that would otherwise be disregarded.
When enabled, the reaction forces cause the constraint to act like an angular motor between the two attachments.
Only meaningful when RelativeTo is set to Attachment1.
RelativeTo
The CFrame in which the AngularVelocity force is specified. If set to World, the angular velocity vector is used as is. If set to Attachment1, the angular velocity is transformed by the CFrame of the assigned attachment.
RelativeTo can also be set to Attachment0, but it makes no physical sense and will lead to unpredictable behaviors.