Have Inertia Tensor for Object. Find It for Object after Rotation

AI Thread Summary
To find the new inertia tensor T' after rotating an object about its center of mass, the rotation matrix R is applied to the original inertia tensor T. The transformation is given by T' = R^T T R if the rotation matrix is applied in a specific way. Alternatively, if the rotation matrix is used in a different format, the relation becomes T' = R T R^T. This method allows for efficient computation of the inertia tensor after rotation without needing to recompute it for each orientation. Understanding these transformations can significantly speed up coding projects involving rotational dynamics.
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Homework Statement


Let's say I have a coordinate system that has (0,0,0) at the CM of an object, and I know the object's inertia tensor for that coordinate, T. (T is a 3x3 inertia tensor where (1,1) is moment of inertia about x-axis, (2,2) is moment of inertia about y-axis, and (3,3) is moment of inertia about z-axis).

I then rotate the object about its CM by a degrees about x-axis, b degrees about y-axis, and c degrees about the z-axis. I am using the convention where a positive angle rotates the object clockwise if the positive portion of the axis about which rotation is happening is approaching you from your viewing spot.

Is there a simple matrix transform I can do to T to find the new inertia tensor, T'? This is for a coding project. As of now, I am recomputing T' for each orientation. I would like to speed things up if possible. I am searching online with little success. If one of you gentlemen or ladies knows the relation off the top of your head, it would save me much time!EDIT: I found something about finding the inertia tensor for a new, rotated coordinate. Is it the case that rotating an object a b and c would be the tensor found about the coordinates rotated -a -b and -c?
 
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Here is the answer for future people with this question:
Let us say you know the rotation matrix to rotate a set of x,y, and z coordinates like so:
\begin{pmatrix}<br /> x_{new}\\<br /> y_{new}\\<br /> z_{new}<br /> \end{pmatrix}<br /> = R <br /> \begin{pmatrix}<br /> x\\<br /> y\\<br /> z<br /> \end{pmatrix}<br />
And you rotated your object using R. If you have T, the old inertia tensor before rotation, the new one is found by
T_{new} = RTR^T

However, and this is an annoying lack of complete resource from places I searched (I had to derive this myself), if you have (LIKE IN MATLAB) a rotation matrix used like so:
\begin{pmatrix}<br /> x_{new} &amp; y_{new} &amp; z_{new}<br /> \end{pmatrix}<br /> =<br /> \begin{pmatrix}<br /> x &amp; y &amp; z<br /> \end{pmatrix}<br /> R<br />

Then, we have
T_{new} = R^T T R

R is a 3x3 rotation matrix. In MATLAB, your rotation matrix will be 4x4. Simply discard 4th row and column.
 
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