This class has been superseded by the HingeConstraint class.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 RotateP object joins two parts together and allows rotation about a set axis. The joint will attempt to rotate the two parts until a desired rotational position is reached. This object is most commonly created by the SteppingMotor SurfaceType. If created through a script, a RotateP’s behavior is still governed by the SurfaceInput of JointInstance.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 `JointInstance/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 `JointInstance/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.
Community content is available under CC-BY-SA unless otherwise noted.