Torque¶
Applies constant torque to an assembly from its center of mass.
Description¶
A Torque constraint applies constant torque to an assembly from its center
of mass. Alternatively:
- Because the
Torqueconstraint applies constant torque and angular acceleration, very high speeds may result if no other forces are involved. If you want to maintain a more steady velocity over time, use an AngularVelocity constraint. - If you only need initial velocity, set the AssemblyAngularVelocity property 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¶
By default, torque is applied relative to Attachment0. If the parent assembly rotates, the torque will change direction to match the adjusted orientation of the attachment.
If RelativeTo is set to World, torque will be applied in world coordinates, independent of the parent or attachment orientations.
If RelativeTo is set to Attachment1, torque will be applied relative to Attachment1 and, if the attachment rotates, change to match its orientation.
Inheritance¶
Object → Instance → Constraint → Torque
Nova inheritance: Instance → Constraint → Torque
Properties¶
RelativeTo Supported Property The CFrame in which the torque is expressed.
Torque Supported Property The strength and direction of the torque.
Inherited members¶
Inherited from Constraint: 14 properties, 36 methods, 7 events. They are documented on the base class page.
Roblox reference: Torque
Generated from Nova's API dump and Roblox creator-docs. Nova-only members come from the engine's reflection metadata.