Angular Velocity
Gives the connected object a constant spin under physics — a rolling barrel, a spinning hazard, a rotating platform other objects can stand on.
Output: effect (wire into an Object Selector)
Parameters
| Parameter | Default | Range | Meaning |
|---|---|---|---|
| axis | y | x / y / z | the object's local axis to spin around |
| speed | 2 | −10–10 | radians per second (negative reverses) |
Edits re-apply live mid-simulation — dial the speed while it turns.
Physics vs animation
This is real rotation inside the simulation, so other objects feel it: a box resting on a spinning platform is carried around, and a rolling barrel bowls things over. The Spin animation node looks similar but only moves the object's transform — things resting on it are not pushed.
Wiring Angular Velocity alone implies a dynamic body of mass 1; add a Mass node to set a real weight.
Practical example
A rolling hazard:
- Add a cylinder, lay it on its side, and place a few cubes in front of it.
- In its flow: Angular Velocity (axis z, speed 6) → Object Selector picking the cylinder.
- Press P — it rolls off and scatters the cubes for every peer.