2-Way Interaction between Rotation and Translation

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SUMMARY

The discussion centers on the interaction between rotation and translation in circular motion, specifically how a tire behaves on different surfaces. Key concepts include the independence of position (X) and rotation (theta), and their interaction through friction, which helps achieve equilibrium between linear and angular velocities. The predictions outline scenarios of slipping and sliding based on the relationship between V of theta and V of x, with "pure roll" occurring when both velocities are equal. The user seeks a documented method to model these interactions, referencing existing resources that primarily address pure roll conditions.

PREREQUISITES
  • Understanding of basic physics concepts, particularly rotational dynamics.
  • Familiarity with friction and its effects on motion.
  • Knowledge of velocity and acceleration in circular motion.
  • Experience with modeling physical systems, such as simulations or physics engines.
NEXT STEPS
  • Research the mathematical modeling of rolling motion, focusing on friction coefficients.
  • Explore physics engines like Unity's Rigidbody for simulating rotation and translation interactions.
  • Study the principles of angular momentum and its impact on motion dynamics.
  • Investigate real-world applications of these concepts in vehicle dynamics and robotics.
USEFUL FOR

Physics students, game developers, and engineers interested in understanding the dynamics of rolling objects and their applications in simulations and real-world scenarios.

Sobeita
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I've seen dozens of examples of well-made games and demonstrations that seem to handle this concept perfectly well, and yet I can't find a documented method to approaching it. Basically, a tire on an incline will begin to roll rather than slide down the slope, but a spinning tire dropped on a level surface will be inclined to move in the direction it's spinning. Slippery surfaces and bald tires make both transitions slower, hence slipping, spinning out, skidding, etc. I've established these general rules with a thought experiment:

1. The two basic properties of the circle are X and theta (position and rotation). They can both be derived over time to form velocity, acceleration, and so on. Both are completely independent properties, but there is interaction due to other conditions in the system (see below.)

2. The circle will seek a state of equilibrium in which V of theta and V of x are equal. Equilibrium is achieved through (some function of) friction between the circle and the plane.
(Corollary: all forms of friction can help the circle achieve equilibrium, including air friction. A baseball, for instance, curves as its rotational velocity affects its trajectory.)

Predictions of interaction:
a) If V of theta exceeds V of x, the circle will slip as it spins faster than it moves until velocities level.
b) If V of x exceeds V of theta, the circle will slide as it moves faster than it spins until velocities level.
c) If V of x and V of theta are different across the origin, the circle will move in the direction of V of x but spin in the direction of V of theta - thus achieving Slip 'n' Slide.
(If V of theta equals V of x, the circle is in "pure roll".)

So, what model does the interaction follow? I am almost certain there's a simple method. Just look at Fantastic Contraption for example.

I was able to find this page: http://cnx.org/content/m14312/latest/
...however, it only handles pure roll conditions. I even found some eighth-year college videos - http://ocw.mit.edu/OcwWeb/Physics/8-01Physics-IFall1999/VideoLectures/index.htm - which were really, really high quality, but still never left pure roll. There were some mind-boggling gyroscope demos, but nothing to help my little problem.
 
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interesting premise,,, but like, tops spin with mostly angular velocity, and a little precession... so angular energy is larger than translational moving energy... until the top falls once drag slows it down enough ?
 

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