If you're trying to figure out how to use a roblox studio torque attachment to get your models rotating, you've probably realized it's a bit more finicky than just slap-and-go. Most of us start out thinking we can just drop a constraint into a part and watch it spin like a top, but then nothing happens, or worse, the part flies off into the digital void. Torque is one of those physics objects that feels intimidating until you actually see how the axes align, and once it clicks, you can make everything from helicopter blades to heavy vault doors that feel like they have real weight.
Getting the basics down without the headache
To understand how the roblox studio torque attachment works, you have to think about it as a constant twisting force. Unlike an AngularVelocity object, which tries to force a part to reach a specific speed, Torque just keeps pushing. It's like the difference between a motor set to 60 MPH and you simply pushing a merry-go-round with your hands. If the object is heavy, you need more torque to get it moving. If it's light, a little bit will send it spinning fast.
In Roblox, a Torque object needs an attachment to know where and how to apply that force. You can't just put the Torque object inside a Part and expect it to work; it specifically looks for Attachment0. This attachment acts as the "handle" for the force. If you place the attachment at the center of mass, the part spins perfectly in place. If you offset it, well, things get a bit more chaotic, which might be exactly what you want if you're making a wobbly washing machine or a broken engine.
Setting up your first spinning part
Let's walk through a quick setup because seeing it in action is way better than reading about the theory. First, grab a basic Part. Go into the properties and make sure it's not anchored—physics objects don't do much if they're frozen in time. Inside that part, insert an Attachment. Now, insert a Torque object.
This is where people usually get stuck. You need to go into the Torque object's properties and set the Attachment0 property to the attachment you just created. Even after doing this, you'll notice the part still isn't moving. That's because the Torque property (which is a Vector3 value) is likely set to 0, 0, 0.
You'll see three boxes: X, Y, and Z. If you want it to spin like a spinning top, you're usually looking at the Y-axis. But don't just put "10" in there. Roblox physics units are surprisingly large when it comes to force. Try putting something like 0, 5000, 0 and see what happens. If your part is big, you might even need to go up to 50000. It sounds like a huge number, but you're fighting against the mass and friction of the engine.
Understanding the "Relative To" setting
One of the most important things to master with the roblox studio torque attachment is the RelativeTo property. This tiny dropdown menu in the properties window changes everything. You have two main options: World and Attachment0.
If you set it to World, the torque always pushes in the same direction regardless of how the part is flipped. Imagine a ghost always pushing the left side of a door north. If the door swings around, the ghost is still pushing north, which might stop the door or make it behave weirdly.
If you set it to Attachment0, the force rotates with the part. This is almost always what you want for things like car wheels or propellers. If the propeller tilts, the torque tilts with it, ensuring it keeps spinning around its own axle instead of trying to spin toward some arbitrary point in the sky. It's a small detail, but it's the difference between a working vehicle and a glitchy mess.
Why isn't my part spinning?
We've all been there. You've set the torque to a million, the attachment is linked, and the part is unanchored, but it's just sitting there. Here are the usual suspects.
First, check your ReactionTorqueEnabled property. If this is toggled on, the torque will try to apply an equal and opposite force to a second attachment (Attachment1). If you haven't set an Attachment1, the physics engine might just get confused or do nothing. For a simple spinning part, you usually want this turned off.
Second, look at the friction. If your part is touching the ground, the friction might be higher than the torque you're applying. You can either turn off CanCollide (if that works for your build) or just crank the torque numbers up even higher.
Third, check the axes. If your attachment is rotated 90 degrees, your "Y" axis might actually be pointing sideways. In Roblox Studio, you can turn on the "Constraint Details" and "Draw On Top" settings in the Model tab. This will show you colorful arrows on your attachments. The orange arrow usually represents the direction of the force. If that arrow isn't pointing the way you want the part to twist, you'll need to rotate the attachment itself.
Practical uses for the torque attachment
So, why use this over a HingeConstraint set to "Motor"? Well, roblox studio torque attachment setups are much more "physical." A motor hinge is rigid. It wants to hit a target speed and stay there. Torque is much more fluid.
Think about a heavy bank vault door. If you use a motor, it opens at a constant, robotic speed. If you use torque, it starts slow (acceleration), gains momentum, and if the player stands in the way, the door actually feels like it has weight pushing against them. It's great for environmental hazards too. Imagine a giant swinging log or a spinning platform that slows down if ten players jump on it. Because torque is a constant force, the extra mass of the players will naturally slow the rotation, creating a much more immersive experience without you having to write a single line of code to calculate weight.
Another cool use is for stabilizing vehicles. If you have a helicopter that keeps tipping over, you can use a Torque object with low values to "nudge" it back to center. It acts like a subtle balancing act that feels much more natural than just snapping the rotation with a script.
Balancing force and mass
One thing you'll notice as you play around with the roblox studio torque attachment is that mass matters—a lot. If you change the material of your part from Plastic to Lead, your torque settings will suddenly feel weak.
Instead of constantly changing your torque numbers, you can check the Massless property on your parts, but that can sometimes mess up other physics interactions. A better way is to get comfortable with the math of your specific project. I usually start with a value of 10000 and then just double or halve it until the movement looks right. It's not the most scientific method, but when you're in the middle of a build, it's the fastest way to find that "sweet spot" where the movement feels heavy but not sluggish.
Final thoughts on spinning mechanics
Using the roblox studio torque attachment really opens up what you can do with mechanical builds. It's one of those tools that separates a basic "static" map from a world that feels alive and reactive. Don't be afraid to experiment with weirdly placed attachments or massive force values. Physics in Roblox is meant to be played with, and sometimes the coolest effects come from accidentally putting too much torque on a part and seeing how the engine handles the chaos.
Just remember: keep your attachments centered if you want a clean spin, pay attention to the RelativeTo setting, and don't be stingy with those force values. Once you get the hang of it, you'll find yourself reaching for Torque objects way more often than standard motors. It just feels better, and at the end of the day, making a game feel good to play is what it's all about.