A BodyRotation would be just like a BodyPosition, but for setting how a part or union is rotated.
So you would put in three values for x,y, and z (just like for a BodyPosition), and the part would adjust accordingly. This would be much more practical, convenient, and intuitive than using a script to control a BodyAngularVelocity.
BodyGyro is similar, but it uses two positions in a CFrame to face the direction you want. A BodyRotation would directly change the rotation of the part using a simple Vector3.
I’d much rather have a body force that rotated a part/union in a certain direction/angle for a set duration at a set speed, so I don’t have to use BodyGyro + a script, It would be a lot more convenient
I think Vetex is referring to a BodyMover that would rotate on an axis much like BodyGyro when updated in a loop. BodyAngularVelocity can’t exaclty do that:
BodyGyro using a loop on the left, BodyAngularVelocity on the right.
BodyAnglularVelocity does actually rotate around an axis with axis angles. It rotates around the vector of the AngularVelocity with each point’s path forming a circle facing the vector. You just need to know the exact axis you want to rotate around. Surface normals make great axis vectors and using them reproduces the exact behavior of using a BodyGyro to rotate around the local x, y, and z axis.