Calculating Moment of Inertia: What Does 'r' Refer To?

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SUMMARY

The discussion centers on calculating the moment of inertia (I) in physics, specifically for rigid bodies in 2D game development. The standard formulas I = m*r^2 for point masses and I = (1/3)*m*r^2 for rigid bodies are referenced. The variable 'r' is defined as the distance from the axis of rotation to the specific point on the body being analyzed. This clarification addresses the misconception that 'r' refers to the radius of the body or the distance to the center of mass, emphasizing the importance of accurately summing the point moments of inertia for a rigid body.

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  • Understanding of basic physics concepts, particularly dynamics.
  • Familiarity with the moment of inertia and its significance in rotational motion.
  • Knowledge of rigid body mechanics and how they apply to game development.
  • Basic mathematical skills for applying formulas involving mass and distance.
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  • Learn about the calculation of moment of inertia for various shapes and configurations.
  • Explore techniques for summing point moments of inertia in rigid body simulations.
  • Investigate physics engines used in game development, such as Unity or Box2D, for practical applications.
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Game developers, physics students, and anyone interested in understanding the calculations behind moment of inertia in dynamics and its application in 2D game design.

Eeduh
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Hi,

I'm trying to teach myself some physics (dynamics in this case) and there's something I don't really get. It's how to calculate the moment of inertia.
I know the standard formula is I = m*r^2 for point masses, and I = (1/3)*m*r^2 for rigid bodies with equally divided mass, which is the case I'm interested in (I'm working on some 2d game, that's why).

Now can someone tell me what the 'r' is really referring to? Some lectures speak of the radius of the body, but I think that would be silly because then it would be the same for every point of rotation.

Is it then the distance from the point of rotation to the center of mass? This seems kind of logical, because the further away the point of rotation is from the center of mass, the more torque it'll require to rotate the object. But this would also mean that when the point of rotation is the same as the center of mass (which will be the case in many situations), moment of inertia would be 0 for r = 0, which would mean the object is infinitely easy to rotate. Makes no sense either.

Then what is r referring to? I hope someone can give me the answer.:rolleyes:
 
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In the equation you give, r refers to the distance from the axis of rotation.
 
Allright thanks, that's at least one step in the right direction. But the distance from the axis of rotation to what? CM? Because there's a problem with that which I've already described in my first post..
 
The distance from the axis of rotation to the point on the body that you are considering.

If you're considering a point mass, as you say in the first part of your first post, then r will be the distance from the mass to the axis which you are rotating the mass about.
 
Hmm I still don't really get it.. perhaps I should read some more on the subject. Thanks anyway.
 
Yeah I get it now but there remains a problem. For a rigid body, you theoretically have to sum up all the point moments of inertia. But how am I going to approach this then? For a 2d rigid body in a game, this would mean dividing the mass by the amount of pixels the object is built from, calculation the point moment of inertia for each pixel and summing it up again? There must be a better and more accurate way. please help?:confused:
 
The book claims the answer is that all the magnitudes are the same because "the gravitational force on the penguin is the same". I'm having trouble understanding this. I thought the buoyant force was equal to the weight of the fluid displaced. Weight depends on mass which depends on density. Therefore, due to the differing densities the buoyant force will be different in each case? Is this incorrect?

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