Impulse required to stop a rotating body

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Discussion Overview

The discussion revolves around the application of torque to stop a rigid body rotating in 3D space without reversing its rotational direction. Participants explore the relationship between torque, angular momentum, and the time required to achieve a desired rotational state, focusing on simulation scenarios involving frictional forces.

Discussion Character

  • Exploratory
  • Technical explanation
  • Debate/contested
  • Mathematical reasoning

Main Points Raised

  • One participant describes a scenario where they need to apply a torque to stop a rotating body, noting the known angular velocity and inertia tensor.
  • Another participant explains that torque is the change in angular momentum over time and suggests that calculating the required torque to stop rotation is straightforward if the desired change in angular momentum is known.
  • A participant expresses uncertainty about determining whether a given torque will stop rotation without reversing it, proposing a component-wise comparison of torques as a potential method.
  • Concerns are raised about the validity of directly comparing torque components to achieve the desired outcome without reversing rotation.
  • One participant suggests that scaling the torque components might be a better approach to avoid changing the direction of rotation.
  • A later reply introduces the concept of the "center of percussion," indicating that an impulse applied at a specific point can stop angular motion but may result in linear motion of the center of gravity.

Areas of Agreement / Disagreement

Participants express differing views on the best method to apply torque to stop rotation without reversing it. There is no consensus on the validity of the component-wise comparison approach or the scaling of torque components.

Contextual Notes

Some participants mention limitations in their understanding of the simulation setup and the physical implications of the applied torques, indicating potential missing assumptions or dependencies on specific definitions.

Who May Find This Useful

This discussion may be useful for individuals interested in the dynamics of rigid bodies, simulation techniques in physics, and the application of torque in rotational motion scenarios.

cboyce
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I have a rigid body rotating in 3D space. I have a torque vector that I want to apply to the rotating body over a given time step. What I want to know is, will the torque be enough to stop the body rotating on any of its axis and reverse direction, and, if so, exactly what would the torque vector be to stop the rotation instead of reverse it. The angular velocity is known, and the inertia tensor is known, so I am calculating the angular momentum as I * w.

The background to this is that I'm simulating the friction of a particular point on a body in space, and often times the torque created by the friction is more than adequate to stop the body from rotating, and if I apply the full friction-caused torque to the body, it actually rotates in the opposite direction, when what I really want to do is simply stop the rotation.
 
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cboyce said:
if so, exactly what would the torque vector be to stop the rotation instead of reverse it.

Torque is the change of the angular momentum over time. If you know what change of angular momentum you want to achieve (to stop the rotation it is the negative of the current angular momentum) and the time period you want to apply the torque it rather trivial:
Torque = dL / dt
 
Thanks for the reply. My problem is that I don't know how to determine if a given torque will stop the rotation over time. I understand how to find out the impulse to stop the rotation completely, but that's not what I necessarily want to do. I've got a torque that's working against the rotation, and at most, I want to stop the rotation rather than reverse it. I was thinking of doing a component-wise comparison, but I'm not sure if that's a valid approach. Basically, something like this:

I have an angular momentum of [1,2,3]. In order to stop the rotation in 1 second, I'd apply a torque of [-1,-2,-3]. But, the torque vector I want to apply is [0,-2,-4]. Would I be able to simply compare components and determine that the force I want to apply without reversing any rotational direction would be [0,-2,-3]?
 
cboyce said:
I'm simulating the friction of a particular point on a body in space, [...] if I apply the full friction-caused torque to the body, it actually rotates in the opposite direction, when what I really want to do is simply stop the rotation.

I'm not sure I understand what your goal is. Possibly some information is missing

The whole idea of a simulation is that you set up the equations in such a way that blatantly unphysical outcomes are inherently impossible.

In the case of friction the quick 'n dirty approximation is to make the amount of friction proportional to the velocity. Then by the time the rotation has been reduced to zero the torque is down to zero.
 
cboyce said:
I have an angular momentum of [1,2,3]. In order to stop the rotation in 1 second, I'd apply a torque of [-1,-2,-3]. But, the torque vector I want to apply is [0,-2,-4]. Would I be able to simply compare components and determine that the force I want to apply without reversing any rotational direction would be [0,-2,-3]?
I think that would be ok as an approximation, as long the time step is small.
 
cboyce said:
I have an angular momentum of [1,2,3]. In order to stop the rotation in 1 second, I'd apply a torque of [-1,-2,-3]. But, the torque vector I want to apply is [0,-2,-4]. Would I be able to simply compare components and determine that the force I want to apply without reversing any rotational direction would be [0,-2,-3]?
On a second though: it would be better to scale the other torque components accordingly so you don't change its direction. In the above case you would apply [0,-1.5,-3]
 
Look up "center of percussion" on google.
http://en.wikipedia.org/wiki/Center_of_percussion
An impulse (application of a force x time) applied at a single point can stop the the angular motion of a rigid body, but it will result in a linear motion of the center of gravity.
Bob S
 

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