Rotational Motion of a Rigid Body

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Discussion Overview

The discussion revolves around the concepts of rotational motion of rigid bodies, focusing on the application of forces on particles within a body, the calculation of torque, and the determination of the inertia matrix. Participants explore the relationship between translational and rotational motion, as well as the implications of these calculations in theoretical and practical contexts.

Discussion Character

  • Exploratory
  • Technical explanation
  • Mathematical reasoning
  • Debate/contested

Main Points Raised

  • One participant suggests that the torque can be calculated using the formula τ = r × F, where r is the distance from the center of mass (CM) to the particle, and questions whether the axis of rotation can be determined before knowing the torque.
  • Another participant confirms that a rigid body can translate and rotate about an axis through its CM, but notes that if the body is constrained, it may only rotate about a different axis.
  • A participant outlines a method for calculating rotational acceleration based on the torques from multiple forces acting on particles, including a detailed expression for the inertia matrix.
  • One participant expresses uncertainty about their calculations and seeks confirmation on their approach to determining rotational acceleration.
  • Another participant provides a resource for further understanding of game physics, suggesting it may be more accessible than traditional physics papers.
  • A participant raises a concern about the inertia matrix derived from two particles of equal mass, noting that it results in a determinant of zero, which complicates the computation of motion.
  • Another participant points out a potential issue with the calculation of the moment of inertia, specifically regarding the sign of r².
  • A later reply corrects the inertia matrix presented earlier, indicating that the negative terms were incorrectly included for the case of two particles.

Areas of Agreement / Disagreement

Participants generally agree on the basic principles of rotational motion and the relationship between torque and forces. However, there are disagreements and uncertainties regarding the specifics of the inertia matrix calculations and the implications of certain mathematical results.

Contextual Notes

Some calculations presented depend on specific assumptions about the mass distribution and positioning of particles, and there are unresolved questions regarding the conditions under which the inertia matrix can be inverted.

Dhl
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hi!

i've been pondering about rotational motion (of a rigid body). I've been doing some internet research on it, but i have some trouble putting things together...
i want to apply forces on the particle parts of a body. one website told me that when you know the axis of rotation, you compute r (the shortest distance between the particle and the axis), then the torque is t = r X F (F being the force). i also learned that motion of a rigid body can be expressed as linear motion + rotation about the center of mass (CM), so i assume that any rotational axis will go through CM.(correct me if I'm wrong so far...)
can i just set r=CMP (vector from CM to the particle)? if this is not correct, i wonder how i could know the axis of rotation *before* i know the torque...
 
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Correct, the rigid body on application of force translate and rotate about an axis passing through its center of mass, but if the body (say a door panel) is not free, may only rotate about an axis not passing through ats center of mass. Any how, a motion both translational and rotational simultaneously may be considered as purely rotational instataneously, about some axis called instatinious axis of rotational.
 
thanks a lot. :)
so, if i have a body of n particles (which can rotate freely), and two forces F1 and F2 that act on two of those particles, i could calculate rotational acceleration by:

[itex]r_{1}[/itex] = vector from CM to particle 1
[itex]r_{2}[/itex] = vector from CM to particle 2

[itex]r_{1} \times F_{1} + r_{2} \times F_{2} = \sum_{i=0}^n \tau[/itex] (sum of torques)

Inertia [itex]I = \left(\begin{array}{ccc}\sum_{i=0}^n m_{i}( r_{iy}^2+r_{iz}^2)&\sum_{i=0}^n m_{i} r_{ix}r_{iy}&\sum_{i=0}^n m_{i} r_{ix}r_{iz}\\\sum_{i=0}^n m_{i} r_{ix}r_{iy}&\sum_{i=0}^n m_{i}( r_{ix}^2+r_{iz}^2)&\sum_{i=0}^n m_{i} r_{iz}r_{iy}\\\sum_{i=0}^n m_{i} r_{ix}r_{iz}&\sum_{i=0}^n m_{i} r_{iz}r_{iy}&\sum_{i=0}^n m_{i}( r_{ix}^2+r_{iy}^2)\end{array}\right)[/itex]

rotational acceleration [itex]a=I^{-1} \sum_{i=0}^n \tau[/itex]
am i still right?
 
Yes, I think so.
 
search for chris hecker tutorial notes on game physics...it has a somewhat awkward wording but relatively easy tutorial on what your lookign for.
 
The Chris Hecker tutorial helped me a lot... articles explaining physics for use in games seem more understandable to me than physics papers. However, there was a thought that embarassed me: Assuming an object of two particles with the same mass, these will have the following vectors from the CM: (a,b,c), (-a,-b,-c) because they must be on the opposite side of CM. The resulting inertia matrix, then, is:

[tex]2m \left(\begin{array}{ccc} b^2+c^2&-ab&-ac\\-ab&a^2+c^2&-bc\\-ac&-bc&a^2+b^2\end{array}\right)[/tex]

which has a determinant of 0 and can't be inverted, so the motion can't be computed, too :eek:

If nature used particles to compute rotational motion, the universe would have crashed long ago :(
 
Last edited:
some problem in computing of Moment of Inertia. r^2 can not be negative.
 
The inertia matrix I posted was wrong, it should be:

[tex]I = \left(\begin{array}{ccc}\sum_{i=0}^n m_{i}( r_{iy}^2+r_{iz}^2)&-\sum_{i=0}^n m_{i} r_{ix}r_{iy}&-\sum_{i=0}^n m_{i} r_{ix}r_{iz}\\-\sum_{i=0}^n m_{i} r_{ix}r_{iy}&\sum_{i=0}^n m_{i}( r_{ix}^2+r_{iz}^2)&-\sum_{i=0}^n m_{i} r_{iz}r_{iy}\\-\sum_{i=0}^n m_{i} r_{ix}r_{iz}&-\sum_{i=0}^n m_{i} r_{iz}r_{iy}&\sum_{i=0}^n m_{i}( r_{ix}^2+r_{iy}^2)\end{array}\right)[/tex]

thus the negative items in the matrix for 2 particles.
 

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