Find Transformation Matrix for 45° Rotation Around x_2 Axis

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Homework Help Overview

The discussion revolves around finding the transformation matrix for a 45-degree rotation around the x_2 axis in a rectangular coordinate system, specifically focusing on the implications of the axes involved and the general forms of transformation matrices.

Discussion Character

  • Exploratory, Conceptual clarification, Mathematical reasoning

Approaches and Questions Raised

  • Participants explore the definitions of the axes x_1, x_2, and x_3, questioning whether they correspond to the standard x, y, z axes. There is also inquiry into the general form of transformation matrices, particularly for two-dimensional cases.

Discussion Status

Some participants have provided clarifications regarding the axes and the general form of transformation matrices. There is ongoing exploration of the correct matrix setup for the rotation, with some attempts being critiqued for errors in matrix multiplication order and angle representation.

Contextual Notes

Participants are discussing the correct representation of rotation matrices and the implications of rotating around specific axes. There are indications of confusion regarding the standard forms and the proper arrangement of elements within the matrices.

UrbanXrisis
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Find the transformation matrix that rotates the axis [tex]x_3[/tex] of a rectangular coordinate system 45 degrees toward [tex]x_1[/tex] around the [tex]x_2[/tex] axis.

I have a question about what exactly are the [tex]x_1,x_2,x_3[/tex] supposed to be. Do I assume that they are the x,y,z axis?

Also, what is the general form of a two-dimensional transformation matrix? I know that there are different ones for rotation, scaling, shearing, and so on. But is there a general form for a 2x2 transformation matrix?
 
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Yes, they are the x, y, z axes. The x1 x2 x3 just refer to three coordinates in your vectors. The x2 axis is all points of the form (0, x2, 0).

The "general form" of a 2x2 matrix is just any 2x2 matrix. Every matrix can be seen as a "transformation matrix."
 
[tex]\left(\begin{array}{c}x \\y\\z \end{array}\right)\left(\begin{array}{ccc} cos45 & 0 & -sin45 \\ 0&1&0 \\ sin25&0&cos45 \end{array}\right)[/tex]

would this be the matrix to rotate the z axis 45 degrees towards the x-axis and around he y axis?
 
Well, (1, 0, 0), on the x-axis, should be rotated to [itex](\frac{\sqrt{2}}{2}, 0, \frac{\sqrt{2}}{2}). Does your matrix do that?<br /> <br /> (The answer is "no" for two reasons! First, you are multiplying the matrices in the wrong order. You <b>can't</b> multiply the matrices as you show them. Second, you have a typo, writing one of the angles as "25" rather than "45".)[/itex]
 
this look better?

[tex]\left(\begin{array}{ccc}x &y&z \end{array}\right) \left( \begin{array}{ccc} cos45 & 0 & sin45 \\ 0&1&0 \\ -sin45&0&cos45 \end{array}\right)[/tex]
 
UrbanXrisis said:
this look better?

[tex]\left(\begin{array}{ccc}x &y&z \end{array}\right) \left( \begin{array}{ccc} cos45 & 0 & sin45 \\ 0&1&0 \\ -sin45&0&cos45 \end{array}\right)[/tex]
Surprisingly, yes. But only because you did the inverse of an inverse. It gets you the correct result, but it's not set up in the standard way.

You only have one rotation matrix:

[tex]\left( \begin{array}{ccc} 1 & 0 & 0 \\ 0&cos \theta& sin\theta \\ 0&-sin \theta&cos \theta \end{array}\right)[/tex]
The '1' should be on the axis you're rotating around (xx, yy, or zz). Shift the rest of the matrix over and down as necessary (rows shifting off the bottom wrap around to the top; columns shifting off the right wrap around to the left).

The vector you're transforming should be written as a 3x1 matrix.

[tex]\left(\begin{array}{c}x\\y\\z \end{array}\right)[/tex]

Your rotation matrix is multiplied by the vector. Since you're rotating about the y axis, it would look like this:

[tex]\left( \begin{array}{ccc} cos \theta & 0 & -sin \theta \\ 0&1& 0\\ sin\theta&0&cos \theta \end{array}\right) * \left(\begin{array}{c}x\\y\\z \end{array}\right)[/tex]

The rotation is counter-clockwise. If you want to rotate clockwise, you need to the inverse of the rotation matrix you used. Since you're using an orthogonal rotation matrix, the inverse is just the transpose of the counter-clockwise rotation matrix.
 
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