Will cause your rigidbody to cease calculating. If you set it to true again, it will pick right back up where it left off
So yes, isKinematic will pause your rigidbdy if that is what you want.
rigidbody.isKinematic = true;
rigidbody.anglarVelocity = Vector3.zero;//try Quaternion.identity if this gives you any issues
rigidbody.velocity = Vector3.zero;