How do i do this code, but for velocity of the rigidbody?

Hey so i want the photonview to send the rigidbody velocity and lerp it as well, since my animations are based off velocity, but i cant seem to get it to work :l

using UnityEngine;
using System.Collections;

public class Stream_loc_rot : Photon.MonoBehaviour {
	
	void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
	{
		if (stream.isWriting)
		{
			//We own this player: send the others our data
			//	stream.SendNext((int)controllerScript._characterState);
			stream.SendNext(transform.position);
			stream.SendNext(transform.rotation); 
		}
		else
		{
			//Network player, receive data
			//	controllerScript._characterState = (CharacterState)(int)stream.ReceiveNext();
			correctPlayerPos = (Vector3)stream.ReceiveNext();
			correctPlayerRot = (Quaternion)stream.ReceiveNext();
		}
	}
	private Vector3 correctPlayerPos = Vector3.zero; //We lerp towards this
	private Quaternion correctPlayerRot = Quaternion.identity; //We lerp towards this
	
	void Update()
	{
		if (!photonView.isMine)
		{
			//Update remote player (smooth this, this looks good, at the cost of some accuracy)
			transform.position = Vector3.Lerp(transform.position, correctPlayerPos, Time.deltaTime * 5);
			transform.rotation = Quaternion.Lerp(transform.rotation, correctPlayerRot, Time.deltaTime * 5);

		}
	}
}

using UnityEngine;
using System.Collections;

public class Stream_vel : Photon.MonoBehaviour {
	animation anims;
	public GameObject player_mesh;
	void Start() {
		anims = player_mesh.GetComponent<animation>();
	}
	void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
	{
		if (stream.isWriting)
		{
			//We own this player: send the others our data
			//	stream.SendNext((int)controllerScript._characterState);
			stream.SendNext(transform.position);
			stream.SendNext(transform.rotation);
			stream.SendNext(rigidbody.velocity);
			stream.SendNext((float)anims.jump_speed);
		}
		else
		{
			//Network player, receive data
			//	controllerScript._characterState = (CharacterState)(int)stream.ReceiveNext();
			correctPlayerPos = (Vector3)stream.ReceiveNext();
			correctPlayerRot = (Quaternion)stream.ReceiveNext();
			correctPlayerVel = (Vector3)stream.ReceiveNext();
			anims.jump_speed1 = (float)stream.ReceiveNext();
		}
	}
	//private Vector3 correctPlayerVel = Vector3.zero;
	private Vector3 correctPlayerVel = Vector3.zero;
	private Vector3 correctPlayerPos = Vector3.zero;//We lerp towards this
	private Quaternion correctPlayerRot = Quaternion.identity; //We lerp towards this
	
	void Update()
	{
		if (!photonView.isMine)
		{
			//Update remote player (smooth this, this looks good, at the cost of some accuracy)
			rigidbody.velocity = Vector3.Lerp(rigidbody.velocity, correctPlayerVel, Time.deltaTime * 5);
			transform.position = Vector3.Lerp(transform.position, correctPlayerPos, Time.deltaTime * 5);
			transform.rotation = Quaternion.Lerp(transform.rotation, correctPlayerRot, Time.deltaTime * 5);
			
		}
	}
}