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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:

  1. Add a cylinder, lay it on its side, and place a few cubes in front of it.
  2. In its flow: Angular Velocity (axis z, speed 6) → Object Selector picking the cylinder.
  3. Press P — it rolls off and scatters the cubes for every peer.