Animator.ApplyJointVelocities(motors : Array<Motor6D>) : void
Given the current set of AnimationTracks playing, and their current times and play speeds, compute relative velocities between the parts and apply them to Motor6D.Part1 (the part which Animator considers the "child" part).
This method will not apply velocities for a given joint if both of the joint's parts are currently part of the same assembly, e.g. if they are still connected directly or indirectly by Motors or Welds so that Part0:GetRootPart() == Part1:GetRootPart()
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This method will not disable or remove the joints for you. You must disable or otherwise remove the rigid joints from the spanning tree before calling this method.