BodyAngularVelocity
The BodyAngularVelocity object applies a torque (rotational force) on an assembly such that it maintains a constant angular velocity as determined by its AngularVelocity property. This allows for the creation of assemblies that continually rotate. It is the rotational counterpart to a BodyVelocity. If you would like to maintain a constant angular displacement, use a BodyGyro instead.
Summary
Properties
Determines the axis of rotation (direction) and the rotational velocity (magnitude) in radians/s.
Determines the limit of torque that may be exerted on each world axis.
Determines how aggressive of a torque is applied in reaching the goal angular velocity.
Properties
AngularVelocity
This property is a Vector3 which determines the goal angular velocity a BodyAngularVelocity should maintain through the exertion of torque. For this property, the direction of the vector is the axis of rotation. The magnitude is the angular velocity in radians per second.
You can multiply a Vector3 by math.rad(360), or 2π, in order to convert angular frequency (rotations per second) into the desired angular velocity (radians per second).
MaxTorque
This property determines the limit of the torque that may be exerted on each world axis. If an assembly isn't moving, consider raising this value and also check that it is not Anchored or attached to another anchored assembly). See also P (power).
This property determines how much power is used while applying torque in order to reach the goal AngularVelocity. The higher this value, the more power will be used and the faster it will be used.