Spinning Object on Flat Surface

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SUMMARY

The discussion focuses on calculating the change in angular velocity for an object rotating on a flat surface using frictional torque. The user presents equations involving frictional force (Ff), radius (r), moment of inertia (I), and angular acceleration (alpha). Key insights include the simplification of the torque equation to frictional torque and the need to determine the radius of rotation. The user seeks clarification on how to compute frictional torque given the friction coefficient and normal force.

PREREQUISITES
  • Understanding of rotational dynamics and torque
  • Familiarity with moment of inertia (I) calculations
  • Knowledge of friction coefficients and normal force
  • Basic principles of computer simulations in physics
NEXT STEPS
  • Research how to calculate frictional torque using the formula: FrictionTorque = ForceOfFriction * r
  • Explore methods for determining the effective radius (r) for flat objects in rotational motion
  • Study the integration of forces in a continuous medium for complex shapes
  • Learn about the implementation of physics simulations using tools like Unity or MATLAB
USEFUL FOR

Physics students, computer simulation developers, and engineers interested in rotational dynamics and frictional effects in simulations.

domoarigato
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I'm working on a computer simulation, but I'm not sure how to approach this problem. I want to find the change in angular velocity on an object rotating on top of a flat plane.

So far this is what I have:
(* == multiplication not dot product)

Ff x r = I * alpha
Ff x r = I * dv/dt

I can find I, Ff, and dt. I assume Ff x r can be reduced to Ff * r because the friction will always be perpendicular. I don't know what r is though, because the object is flat aren't there a ton of different particles experiencing the Ff? I'm I going to have to integrate all the little Ff x r? I'm pretty lost. Any direction would be wonderful.
 
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domoarigato said:
I'm working on a computer simulation, but I'm not sure how to approach this problem. I want to find the change in angular velocity on an object rotating on top of a flat plane.

So far this is what I have:
(* == multiplication not dot product)

Ff x r = I * alpha
Ff x r = I * dv/dt

I can find I, Ff, and dt. I assume Ff x r can be reduced to Ff * r because the friction will always be perpendicular. I don't know what r is though, because the object is flat aren't there a ton of different particles experiencing the Ff? I'm I going to have to integrate all the little Ff x r? I'm pretty lost. Any direction would be wonderful.

Instead of Ff x r, just use frictional torque, which is what Ff x r is. How would you measure Ff anyway?
 
Thank you very much for your reply.
I think Ff is what is confusing me. I know the friction coeffecient, and I know how to find the normal. How can I find the friction torque? If ForceOfFriction = NormalForce * FrictionCoeffecient, what does the FrictionTorque = ?
 

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