Problems with rotating a model using angular velocity

Currently I have an angular velocity parented to the root part of my model. The vector of the angular velocity is changing on key pressed, however the model doesn’t rotate at all.

Local script

userInputService.InputBegan:connect(function(inputObject, gameProcessedEvent)
	if inputObject.KeyCode == Enum.KeyCode.W then
		WHeld = true
	elseif inputObject.KeyCode == Enum.KeyCode.A then
		AHeld = true
	elseif inputObject.KeyCode == Enum.KeyCode.S then
		SHeld = true
	elseif inputObject.KeyCode == Enum.KeyCode.D then
		DHeld = true
	end
end)

while wait(0.1) do
	SubRootPart.BodyVelocity.Velocity = SubRootPart.CFrame.LookVector * SubRootPart.BodyVelocity.Velocity.Magnitude
	if WHeld == true then
		SubRootPart.AngularVelocity.AngularVelocity = Vector3.new(100, 0, 0)
	elseif AHeld == true then

	elseif SHeld == true then
		
	elseif DHeld == true then
		
	end
end	

I also have a body position within the root part with its y axis set to infinite so to prevent the model from falling, I imagine this could (maybe?) be the root cause of my problem but I’m unsure in how to stop my model from falling otherwise.
image

1 Like

Your model needs to be unanchored and make sure your body movers can apply the neccesary force