# BodyAngularVelocity

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The BodyAngularVelocity object applies a torque (or rotational force) on a `BasePart` such that it maintains a constant angular velocity as determined by its `BodyAngularVelocity/AngularVelocity|AngularVelocity` property. This allows for the creation of parts that continually rotate. It is the rotational counterpart to a `BodyVelocity`. If you would like to maintain a constant angular displacement, use a `BodyGyro` instead. The `BodyAngularVelocity/AngularVelocity|AngularVelocity` property (visualized above as a green line) controls the goal angular velocity of the applied torque: the direction of the `DataType/Vector3` is the axis which the part rotates around, and the magnitude is the speed in radians/s. The `BodyAngularVelocity/MaxTorque|MaxTorque` property controls the maximum amount of torque that can be applied to the object, while the `BodyAngularVelocity/P|P` property controls the amount of power used in applying the torque.

Tip: Regarding the `BodyAngularVelocity/AngularVelocity|AngularVelocity` property, you can multiply a `DataType/Vector3` by `math.rad(360)`, or , in order to convert angular frequency (rotations per second) into the desired angular velocity (radians per second). For example: Setting `BodyAngularVelocity/AngularVelocity|AngularVelocity` to `Vector3.new(0, 1, 0) * math.rad(360)``Vector3.new(0, 6.283, 0)` will cause a part to spin around the Y axis once per second. ## Properties

 ``` Vector3``` ``` AngularVelocity ``` Determines the axis of rotation (direction) and the rotational velocity (magnitude) in radians/s
 ``` Vector3``` ``` MaxTorque ``` Determines the limit of torque that may be exerted on each world axis
 ``` float``` ``` P ``` Determines how aggressive of a torque is applied in reaching the goal angular velocity