Applying 3 Concurrent Angular Velocities to Vectors

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SUMMARY

The discussion focuses on applying three concurrent angular velocities from gyroscopes to a stabilization platform's orientation vectors. The challenge arises from the sensitivity of Euler angles to the order of application, leading to accumulated errors. A solution involves using the cross product to determine the rotation axis and applying rotation rates proportional to the components of this axis. This method effectively transitions the platform's orientation from vector A to vector B using a rotation matrix or quaternion.

PREREQUISITES
  • Understanding of angular velocity and its representation in three dimensions
  • Familiarity with rotation matrices and quaternions
  • Knowledge of vector operations, specifically cross products
  • Experience with Euler angles and their limitations in 3D rotations
NEXT STEPS
  • Research the mathematical foundations of rotation matrices and quaternions
  • Learn how to compute the cross product of vectors in 3D space
  • Explore the implementation of gyroscopic stabilization systems
  • Study the effects of Euler angle order on rotation accuracy
USEFUL FOR

Engineers and developers working on stabilization systems, robotics, or any applications involving 3D orientation and motion control.

Ryoko
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This problem has me stumped. I'm toying with a stabilization platform design which has 3 gyroscopes supplying angular velocity -- one for each axis (x,y,z). The model has units vectors (x,y,z) representing the platform's orientation in space. The question is how do I apply the 3 orthogonal angular velocities to these vectors. I tried applying euler angles one at a time and just going with that. However, euler angles are sensitive to the order in which they are applied and it didn't take long for errors to accumulate.

What's the trick to applying 3 concurrent angular velocities to a vector? Is there a transform which takes the 3 angles and produces a rotation matrix or quaternion?
 
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Call your origin vector ##A## and your destination vector ##B##. Then ##C = A\times B## is the axis around which you need to rotate. If you make the rotation rates around the x,y,z-axes proportional to the x,y,z-components of ##C##, the platform should rotate from ##A## toward ##B##.
 

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