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Motor

Drives every hinge joint attached to the connected object — the flow way to make wheels turn, turntables spin and doors swing under power.

Output: effect (wire into an Object Selector)

How it works

Select the body, not the wheel: the node powers every revolute (hinge) joint touching the connected object, so one Motor on a car chassis drives all four wheels. It overrides a motor configured on the joint itself.

Parameters

Parameter Default Range Meaning
vel 3 −20–20 target rotation speed (negative reverses)
maxForce 100 0–500 how hard the motor may push to reach that speed — low force means a heavy load slows it down
side all all, +x, −x, +z, −z which hinges to drive, by where they sit on the object

Both re-apply live mid-simulation, so you can tune speed while the car is driving.

Practical example

A powered turntable:

  1. Add a cylinder for the base and a plate above it; connect them with a hinge (select both ▸ right-click ▸ Physics ▸ Hinge).
  2. In the plate's flow: Motor (vel 2) → Object Selector picking the plate.
  3. Press P. Raise vel while it spins to speed it up.

Driving one side: steering

side narrows the motor to the hinges on one side of the object, judged by where each joint is anchored. Two Motor nodes on the same chassis — one +x, one −x — are a differential drive: give them the same speed and the vehicle goes straight, different speeds and it turns, opposite speeds and it spins on the spot.

  1. On the chassis flow, add two Motor nodes, side = +x and −x.
  2. Wire each into an Object Selector picking the chassis.
  3. Drive them from two Key PressSelect chains, or from a Slider each while you tune it.

With side = all (the default) one node drives every hinge on the object identically, which is what it always did.

Tip

No hinge, no motion — Motor needs a revolute joint to act on. Create one from the object menu (Physics ▸ Hinge) or from the Joint node. For a free spin with no joint at all, use Angular Velocity instead.