How to convert magnus effect from 2d to 3d?

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SUMMARY

This discussion focuses on converting the Magnus effect from a 2D simulation to a 3D model, specifically for a spinning ball. The user is currently calculating forces based on spin around the z-axis and seeks clarification on how to incorporate spins around the x and y axes. Key insights include the importance of expressing results in coordinate-independent form using physically defined directions such as local velocity and spin axis. The user references a 3D article that outlines equations of motion and perturbation techniques but struggles to understand the differences between their 2D model and the proposed 3D implementation.

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  • Understanding of the Magnus effect in fluid dynamics
  • Familiarity with 2D and 3D physics simulations
  • Knowledge of vector mathematics and unit vectors
  • Experience with numerical modeling techniques
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  • Study the equations of motion for the Magnus effect in 3D space
  • Learn about perturbation techniques in fluid dynamics
  • Explore Unity3D physics for implementing 3D simulations
  • Review vector calculus to better understand unit vectors and their applications
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Physics simulation developers, game developers using Unity3D, and researchers interested in fluid dynamics and the Magnus effect.

icandothemath
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I am working on simulating the magnus effect of lift on a spinning ball. Right now spinning on the z axis I can calculate the force effect it has on the x and y coordinates.

If I am to add spin on the x do I do the exact same calculations effecting the y and z coords and just add them to the z spin forces?

And again do the same with the y spin effect on the x and z coords?

Thanks
 
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Express the answer you have obtained in coordinate independent form. To do this, interrogate the system by asking what directions does the system itself define. The axes x, y, and z were introduced by you and are not really relevant to the physical system. On the other hand, the unit vector in the direction of the local velocity and in the direction of the spin axis are physically defined directions. Try expressing your result in terms of these.
 
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Thanks for the reply MarcusAqgrippa. I ended up stumbling upon this article that explains the effect in 3D space. http://www.crm.cat/en/publications/publications/2013/pr1154.pdf I do not totally understand it though. My implementation of the 2D effect can be found here http://forum.unity3d.com/threads/ho...-to-the-3d-world-sample-code-included.321682/ Now I just need a bit of help taking the 3D article and understanding the difference between my 2D model and how to implement that in source code.
 
That is a very nice article. In the theory it does what I suggested that you do, and more: it sets up the equations of motion and produces a solution by perturbation techniques.

You did not say initially that you were trying to construct a numerical model for the 3-d problem. That is a lengthy piece of work, and is not something that I have time to do. If you have well formulated questions, I may be able to assist you in answering them. But I think you may be asking for more.

Perhaps someone else with more time on their hands can assist you. It would nevertheless be useful were you to formulate your current difficulty a little more precisely. Your open ended plea for help may not attract many responses.
 
Ok, maybe as I go through that document I can ask for some help if that is ok?
In figure 1 of the pdf document. It talks about unit vector l, v, and v x l. Then spin rates around these axis.
I am unsure what these axis are. The arrows in figure 1 do not make sense to me.
They look like like point arbitrarily in directions. Except for v which looks to line up with the x axis.

Also in the Force equations below it says m is mass but there is no m in the formulas.
 
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I do not have a good working knowledge of physics yet. I tried to piece this together but after researching this, I couldn’t figure out the correct laws of physics to combine to develop a formula to answer this question. Ex. 1 - A moving object impacts a static object at a constant velocity. Ex. 2 - A moving object impacts a static object at the same velocity but is accelerating at the moment of impact. Assuming the mass of the objects is the same and the velocity at the moment of impact...

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