This class has been superseded by the HingeConstraint class. However, you may want to use this object if you want to automate the sin rotation without scripts.A RotateV object joins two parts together and allows rotation about a set axis. This object is most commonly created by the Motor SurfaceType. If created through a script, a RotateV's behavior is still governed by the SurfaceInput of Part0.
The three inputs of note are as follows:
- NoInput: The joint will not rotate under its own power. It can still be rotated by external forces (such as from a character pushing one of the parts).
- Constant: The joint will rotate based on the ParamB property of Part0. This rotation is measured in radians per physics frame (which is approximately 1/60th of a second).
- Sin: The joint will rotate based on the ParamA and ParamB properties of Part0. The rotation measured in radians per physics frame is calculated by the function: RotationRate = ParamA * sin(distributedGameTime * ParamB). distributedGameTime is the current time of the game measured in seconds.