Commit 59cf582
Clarify how AnimationTrack:Stop() with a fadeTime of 0 affects Motor6Ds (#1036)
## Changes
When calling `AnimationTrack:Stop()` with a fadeTime of 0, poses do not
freeze under all circumstances. It happens due to the `MaxVelocity` of
Motor6Ds in the rig being zero, meaning they cannot return back to their
desired angle (since they inherit Motors).
I believe the misconception in the passage I edited was due to the
default StarterCharacter rigs having the MaxVelocity of all joints set
to zero rather than something like tau (which should be optimal, given
MaxVelocity is in radians). I've also tested this below.
Rig with MaxVelocity set to 0 for all Motor6Ds, calling
`AnimationTrack:Stop(0)`:

Rig with MaxVelocity set to tau for all Motor6Ds, calling
`AnimationTrack:Stop(0)`:

Bones are not affected by this issue since they do not inherit Motor.
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- [x] This contribution was created in whole or in part by me, and I
have the right to submit it under the terms of this repository's open
source licenses.
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terms of this repository's open source licenses.
- [x] To the best of my knowledge, all proposed changes are accurate.
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Co-authored-by: IgnisRBX <[email protected]>1 parent cb7a39c commit 59cf582
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