The RotateV class inherits from DynamicRotate. It 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.