living body rotation

how can I change the script so that I can rotate the object with the rigidbody component ?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public class mehanic : MonoBehaviour
{
    public Transform detail1;
    public Transform detail2;
    public Transform detail3;
   





    void FixedUpdate()
    {

        if (Input.GetKey(KeyCode.E))
        {
            //hinge.GetComponent(ConfigurableJoint).lowAngularXLimit = 10f;

            detail1.localRotation = Quaternion.RotateTowards(detail1.localRotation, Quaternion.Euler(new Vector3(30, 0, 0)), 20f * Time.deltaTime);


        }
        if (Input.GetKey(KeyCode.Q))
        {

            detail1.localRotation = Quaternion.RotateTowards(detail1.localRotation, Quaternion.Euler(new Vector3(-30, 0, 0)), 20f * Time.deltaTime);


        }
        if (Input.GetKey(KeyCode.Y))
        {


            detail2.localRotation = Quaternion.RotateTowards(detail2.localRotation, Quaternion.Euler(new Vector3(44, 0, 0)), 20f * Time.deltaTime);



        }
        if (Input.GetKey(KeyCode.U))
        {


            detail2.localRotation = Quaternion.RotateTowards(detail2.localRotation, Quaternion.Euler(new Vector3(-21, 0, 0)), 20f * Time.deltaTime);

        }
        if (Input.GetKey(KeyCode.N))
        {


            detail3.localRotation = Quaternion.RotateTowards(detail3.localRotation, Quaternion.Euler(new Vector3(40, 0, 0)), 20f * Time.deltaTime);



        }
        if (Input.GetKey(KeyCode.M))
        {


            detail3.localRotation = Quaternion.RotateTowards(detail3.localRotation, Quaternion.Euler(new Vector3(-40, 0, 0)), 20f * Time.deltaTime);

        }
    }
}

What object with a rigidbody component? You are only referencing transforms. Do the transforms have a parent with a rigidbody? You provide too little information for me to give you any proper answer.

I have an object that I manage with the help of this script, but at the same time I use joins, but for this I need and I used the iskinematic checkbox, but this is the result of which I need to, can I set the same rotation of the object according to the given axis when using rigidbody?