Tweak your roblox studio angular velocity max settings

If you've been messing around with physics objects lately, you've probably realized that getting your roblox studio angular velocity max settings dialed in is the difference between a smooth-spinning door and a part that flies off into the digital abyss. It's one of those things that seems simple on the surface—you just want something to spin, right?—but then you hit a wall where the object barely moves or, worse, it starts glitching out because the forces involved are just too high.

Working in Roblox Studio usually means balancing "real-world" physics with the limitations of a game engine. When we talk about angular velocity, we're basically talking about how fast something rotates around an axis. But the "max" part of that equation usually refers to MaxTorque. Without enough torque, your part isn't going anywhere, no matter how high you set the target velocity.

Understanding the AngularVelocity constraint

Before we get too deep into the weeds with torque and limits, let's talk about what the AngularVelocity object actually is. Back in the day, we used things like BodyAngularVelocity, which worked fine but is now considered "Legacy." Roblox has been pushing everyone toward Constraints, and for good reason. They're much more stable and play nicer with the physics engine.

The AngularVelocity constraint is a "Mover" constraint. You stick it on a part (or between two attachments), and it tries its hardest to make that part spin at a specific speed. But here's the kicker: it doesn't have infinite strength. That's where the MaxTorque property comes in. If you think of AngularVelocity as the speed you want to go, MaxTorque is the muscle the engine uses to get there.

Why your part isn't spinning

I've seen this happen a million times. Someone sets their AngularVelocity property to something like 10 or 20, expecting a nice, brisk spin. They hit play, and nothing. The part just sits there, looking at them.

The culprit is almost always the MaxTorque. By default, sometimes these values are set relatively low, or maybe your part is just way too heavy. If the MaxTorque is set to a value that's lower than the amount of force needed to overcome the part's weight and friction, it won't budge. It's like trying to turn a massive rusty wheel with one finger. You've got the intention (the velocity), but you don't have the strength (the torque).

To fix this, you usually have to crank that MaxTorque way up. Some developers just slam a bunch of nines into the box—something like math.huge or 999999999. While that works, it can sometimes lead to "jittery" physics if the part hits an obstruction. Finding a balance is usually better, but hey, if it's a floating fan that nothing will ever touch, go wild with the numbers.

The difference between AngularVelocity and MaxTorque

It's easy to get these two confused if you're new to Roblox physics. Let's break it down in a way that actually makes sense.

AngularVelocity is your target. It's measured in radians per second. If you want something to spin faster, you increase this number. If you want it to spin the other way, you make it a negative number or flip the axis.

MaxTorque is the limit on how much effort the motor can use to reach that target. If you have a very high AngularVelocity but a very low MaxTorque, the object will take a long time to speed up, or it might not reach the target speed at all if there's any resistance.

I like to think of it like a car. The AngularVelocity is how fast you're telling the cruise control you want to go. The MaxTorque is the horsepower of the engine. If you're trying to go 60mph up a vertical mountain in a lawnmower, you aren't going to make it, no matter what the speedometer says.

Dealing with the "Max" in scripting

Sometimes you don't want a constant spin. Maybe you're making a spinning blade trap that speeds up as the player gets closer, or a steering wheel that needs to snap back to center. In these cases, you'll be touching the roblox studio angular velocity max settings through a script.

When you're scripting this, remember that MaxTorque is a single number in the newer AngularVelocity constraints (unlike the old BodyMovers where it was a Vector3). This makes it a lot easier to manage. You can do something like:

mySpinnyPart.AngularVelocity.MaxTorque = 500000

If you find that your object is spinning too aggressively and causing lag or physics "flinging" (where a player touches it and gets launched into the stratosphere), try lowering the MaxTorque instead of the Velocity. This makes the rotation "softer." If something blocks the path of the part, the part will stop or slow down rather than forcing its way through and breaking the physics simulation.

Tuning for different part sizes

Mass matters a lot here. If you're trying to spin a tiny 1x1x1 brick, you don't need much torque at all. But if you've built a massive 100-foot-wide space station and you want the whole thing to rotate, you're going to need massive amounts of torque.

Roblox physics calculates mass based on the volume of the part and its density. If you find yourself needing astronomical numbers for your MaxTorque, check the density of your parts. Sometimes, toggling Massless on smaller decorative sub-parts of a model can help keep the physics calculations a bit more manageable, though the main "driving" part still needs to have some heft to it to behave predictably.

Common pitfalls and how to avoid them

One thing that trips people up is the RelativeTo property. You can set the angular velocity to be relative to the world or relative to the attachment itself. If you set it to World and your part is moving around, the spin might look really weird because it's trying to stay aligned with the game's global axes rather than the part's own orientation.

Usually, for things like wheels, fans, or projectiles, you want RelativeTo set to Attachment0. This ensures that as the part moves and turns, the spin stays consistent relative to the part's own face.

Another thing: check your constraints! If you have an AngularVelocity acting on a part that is also Anchored, nothing will happen. Anchored parts are essentially frozen in time as far as the physics engine is concerned. It sounds obvious, but you'd be surprised how often a stray "Anchor" checkbox ruins a whole afternoon of troubleshooting.

Real-world application: Making a windmill

Let's say you're building a windmill. You've got the blades all modeled out, and they're connected to a hub. You add your AngularVelocity constraint.

  1. Set the Axis: Make sure the yellow arrow (the axis of rotation) is pointing straight out from the center of the blades.
  2. Set the Velocity: Let's go with 2 for a nice, lazy rotation.
  3. Adjust the MaxTorque: Start with 10000. If it doesn't move, add a zero. If it still doesn't move, keep going until it starts spinning smoothly.

If the blades hit a tree or a building, do they stop? If they just clip through or start vibrating violently, your MaxTorque is likely too high. If you lower it, the blades will actually "struggle" against the obstruction, which looks way more realistic.

Final thoughts on physics stability

At the end of the day, working with roblox studio angular velocity max settings is all about feel. There isn't a "magic number" because every game has different scales and needs. The best way to learn is to open a blank baseplate, toss a few parts in, and start breaking things.

Push the limits, see what happens when you set the torque to a billion, and see what happens when you set it to ten. Once you get a feel for how the "Max" properties interact with the weight of your objects, you'll be able to set up complex machinery in your games without even thinking twice about it. Just keep an eye on those physics hitboxes, and try not to fling too many players across the map—unless, of course, that's exactly what you're trying to do.