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Rotate / Motor

Turns the connected object about its own local axis — and about its origin, so a wheel turns on its hub — at a set rpm. Paddles and scoops it turns carry water from Fluid emitters. On a dynamic physics body during a simulation it becomes a real motor: torque-limited, so a load slows it.

Output: effect (wire into an Object Selector)

Inputs

Handle Type Meaning
on boolean true turns it, false stops it — off rests the object at its placed pose
rpm, torque, spinUp number override the card sliders when wired

Unwired, on is true; you can also switch it in the ⓘ Params tab.

Parameters

Parameter Default Options
axis x x, y, z — the object's own axis, so a tilted wheel still turns about its axle
rpm 10 −120 to 120 turns per minute; negative turns the other way
torque 50 0 to 2000 N·m — how strong the motor is (motor mode only)
spinUp 1 0 to 10 seconds of ramp from standstill to full speed (see below)

Two ways of turning

Turning (the usual case). When the object is not a dynamic body in a running simulation, its angle comes straight from the shared clock and the rpm. Every player sees the same angle without anything being sent, and a late joiner sees it at the right angle at once. During a simulation the turning object still pushes the dynamic bodies it touches, and its paddles carry particle water.

Motor. When the object is a dynamic body and a simulation is running (P, see Physics), physics owns its pose, so the node pushes instead: every frame it applies a twist about the axle toward the target rpm, never more than torque allows. A heavy wheel, or water piling into its scoops, slows it down; raise torque to make it stronger. The push is applied by the player running the simulation. With on false the motor stops pushing and the wheel turns freely.

Unlike Spin, Rotate / Motor keeps turning about the object's own axle when the object is tilted, and has the motor mode. To power the hinge joints on a body, use Motor.

Practical example

A turntable you can switch off:

  1. Add a cylinder for the turntable.
  2. Add a Rotate / Motor (axis y, rpm 30) and an Object Selector picking the cylinder; wire Rotate / Motor → Object Selector. It starts turning.
  3. Add a Toggle (on) and wire it → Rotate / Motor's on. Untick the Toggle: the turntable goes back to its placed pose; tick it and it turns again, for every player.

A Toggle wired into a Rotate / Motor's on input, the Rotate / Motor driving the turntable's Object Selector

Spin-up

The spin-up ramp is measured on the shared clock, which every player shares from its daily start, not from the moment the node is switched on. In practice the object is already at full speed when you look, and switching on back to true jumps to the clock's angle instead of ramping up.