Is There an Easier Way to Calculate 3D Rotation Matrices?

AI Thread Summary
A new method for calculating 3D rotation matrices emphasizes that rotations occur on planes defined by the axes. By using normalized polar vectors confined to these planes, the method simplifies the construction of rotation matrices. The key is to ensure that components along the rotation axis remain unchanged while placing the polar vectors in the matrix rows. Despite the simplicity of this approach, it is not widely recognized in existing literature, leading to questions about its correctness. This discussion highlights the need for further exploration of alternative methods in calculating rotation matrices.
kent davidge
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While resolving a problem in mechanics I discovered a beautiful and easy way for finding out what the rotation matrices in 3 dimensions are! And I'm surprised that I do not find this method anywhere on the internet! Would it be because it's not technically correct? Anyways, here it is:

It's all about realising that a rotation through one axis happens on a plane. For example, rotation about the y-axis happens on the z-x plane. Now pick the normalized polar vectors for that plane and put them into the matrix such that their components along the axis we are rotating about are zero (for them to be confined into the plane) and such that they are distributed along the rows of the matrix. Also, the corresponding component of the vector along the axis of rotation should be preserved, so the corresponding rotation vector should have only one non vanishing component along that axis and it should be equal to 1. That's it.

Using what I said above, for instance, rotation along the x-axis is given by $$\begin{pmatrix}\cos\beta&\sin\beta&0\\-\sin\beta&\cos\beta&0\\0&0&1\end{pmatrix}$$

Isn't this the easiest way ever? Why we don't find this across the literature?
 
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These three rotation matrices are well-known and standard. That the entire group is generated by them looks as a bit of work to do, but the Wiki article has it.
 
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