Given a rotation CFrame, whats the fastest way to find it’s AngularVelocity scalar?

I’m assuming that the AngularVelocity is CFrame:toEulerAnglesXYZ().magnitude, although lmk if thats wrong please

pretty much!

`Vector3.new(cframe:toEulerAnglesXYZ()).magnitude`

`toEulerAnglesXYZ`

returns the pitch, yaw, and roll of the cframe. bundle them up in a vector and get it’s magnitude

## or do it by hand if you want to be that guy

```
local pitch, yaw, roll = cframe:toEulerAnglesXYZ()
local angularMangnitudeThing = math.sqrt( pitch^2 + yaw^2 + roll^2 )
```

Is there any way to avoid converting to euler angles? I hear its slow, an approximation, and bad practice xd

I don’t necessarily need the angular velocity’s individual components, just the total, so I feel like euler angles could be avoided because of this

maybe, I don’t think I really actually understand what you want. I gave you the angular speed, was that correct? if it’s what you want I’ll figure out how to do it without euler

I want the former with the first cframe being the identity (CFrame.new()) and the second being the rotation matrix and dt assumed to be 1

I used to call this type of stuff angular speed but a lot of stuff I see refers to scalars as velocity still, am I supposed to be referring to it as velocity or speed? XD

I think what you said is what I want

(whatever Roblox uses in its calculations for stuff like this:

)

I’m assuming that its the only force acting on the object though (no gravity either) so for me torque is equivalent to velocity

OHH alright gimme a sec

Alright