What is the orientation of the vector of friction?

AI Thread Summary
The discussion centers on determining the correct orientation of the friction vector between a translating circle and a rotating wall. The friction vector is defined to be parallel to the wall and opposes the relative sliding motion. Participants explore the implications of the wall's rotation on the energy dynamics, noting that the energy required to move the circle exceeds the energy recovered from friction due to slipping. The conversation emphasizes the need to consider the changing normal force and the geometry of the system as the wall rotates. Ultimately, the key takeaway is that the friction force is constant in magnitude but its effectiveness varies with the relative motion of the two objects involved.
  • #151
JrK said:
You spoke about what image ? the image of the message # 147 is the second case: no translating, rotating.
Your scenario is case 3: translating and rotating relative to the wall. The other cases were just a decomposition of case 3 into the two components.

Draw your scenario, in the rest frame of the wall, just as I explained:
- Draw both time-points in your original frame
- Rotate each time-point-image around the wall-pivot, such that the walls align (and ideally are horizontal)
 
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  • #152
I'm not sure to understand, is it the case 2 ? :

cas2.png


We are agree that the wall at 45° is fixed (not the 30°) ?
 
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  • #153
I thought that case 2 was rotating, not translating. In #152 you show three circles. Are we to understand that GRAY is the before, GREEN is the after and BLUE is irrelevant? If so, that's neither rotating nor translating. That's glued-to-the-wall.
 
  • #154
jbriggs444 said:
I thought that case 2 was rotating, not translating. In #152 you show three circles. Are we to understand that GRAY is the before, GREEN is the after and BLUE is irrelevant? If so, that's neither rotating nor translating.
You speak at me ? For me, blue is the start, green the end and gray is the modification asked by AT. In fact, I don't understand what I drew :p but I try. The wall fixed is at 45° not 30°. It is very strange that I drew. I need help. In fact, what I do with these drawing ?
 
  • #155
JrK said:
You speak at me ? For me, blue is the start, green the end and gray is the modification asked by AT. In fact, I don't understand what I drew :p but I try. The wall fixed is at 45° not 30°. It is very strange that I drew. I need help. In fact, what I do with these drawing ?
If you do not understand what you drew, how do you expect us to?

If you are trying to depict rotation without translation then depicting translation is not appropriate.

If you are trying to depict rotation with translation then the BLUE transitioning to GRAY is correct in everything except, possibly, scale and the GREEN is irrelevant.

It would help if you put enough commentary with your drawings that we know what you are trying to depict. Extraneous circles and extraneous walls are not helping.
 
  • #156
JrK said:
Good, now do the rest:

A.T. said:
Then draw the path of the contact point on each body:
- a line on the wall (same length as circle_displacement )
- an arc on the circle (rotation_angle * circle_radius)
The total slip length the the sum of them.

Hints how to make your life simpler:
- Make the wall with the 2 circles horizontal
- Make the cross-marking initially go through the contact point.
 
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  • #157
@AT: we are agree that :

ve1.png


is the case 1 ?

So the path of what from what ? I think I don't take in account the end position (green). So here if it is well the case 1/, what path on the wall ?
 
  • #158
JrK said:
is the case 1 ?
No, the cases I listed refer to the motion in rest frame of the wall. So you first have to transform correctly into that frame. Which you finally did in post #152, so now proceed as described in post #156.
 
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  • #159
But you confirmed the #152 is the case 2/ (I asked, you reply: good) so I need the case 1/ no ?
 
  • #160
JrK said:
But you confirm the #152 is the case 2/
No, #152 is your scenario, which is case 3: Relative to the wall the circle is translating and rotating (compare blue and grey circle).
 
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  • #161
A.T. said:
No, #152 is your scenario, which is case 3: Relative to the wall the circle is translating and rotating (compare blue and grey circle).
Ok, so the length I measure is d1, BUT like I said before you forget the movement of the dot of contact between the circle and the wall RELATIVELY to a fixed dot on the material (the circle for example) and the distance moved by the dot of contact is d1-d2. So, your slip of the friction is well d2.
 
  • #162
JrK said:
Ok, so the length I measure is d1,
There is no d1 in image #152. Please follow the instructions in post #156.
 
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  • #163
That ?:

vs.png
 
  • #164
JrK said:
No.
A.T. said:
Hints how to make your life simpler:
- Make the wall with the 2 circles horizontal
- Make the cross-marking initially go through the contact point.
 
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  • #165
A.T. said:
Make the cross-marking initially go through the contact point.
I don't understand.

I place the circles horizontal and after ? It is A0 on the dot of contact ? :

dz.png


Or maybe it is :

vg2.png

I see the mark on the left circle and on the right circle. The length of the friction is that distance ?
 
  • #166
JrK said:
I don't understand.

I place the circles horizontal and after ? It is A0 on the dot of contact ? :

View attachment 261971
Good, now adjust the dotted-markings such that initially one of dotted lines hits the contact point. For the final state they are rotated counter-clockwise from the initial state.

Then mark in different colors:
- the part of the wall that was in contact with the circle
- the part of the circle that was in contact with the wall
 
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  • #167
A.T. said:
now adjust the dotted-markings such that initially one of dotted lines hits the contact point. For the final state they are rotated counter-clockwise from the initial state.
You want I rotate the circles ? only one ? in which direction CW CCW ?
 
  • #168
JrK said:
You want I rotate the circles ? only one ? in which direction CW CCW ?
Both by the same amount, so the initial contact point is marked on the circle. And use only one radius line for that, not 4 of the same color making it ambiguous,
 
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  • #169
But the initial marks on the two circles are already in contact with the wall. Which amount to rotate ? CW or CCW ?
 
  • #170
JrK said:
But the initial marks on the two circles are already in contact with the wall.
I mean the oblique dotted lines through the center of the circle. The are useless.

For the initial state draw a single radius to the initial contact. Then for the final state the same marking rotated with the circle CCW.
 
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  • #171
I drew that:

cd3.png


It is correct ?
 
  • #172
JrK said:
I drew that:

View attachment 261973

It is correct ?
No. The new solid line mark cannot rotate relative to the old dotted line marks. They are all just marks on the same circle. They have to rotate with the circle in the same way.

Is this not obvious to you?
 
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  • #173
A.T. said:
Is this not obvious to you?
I don't understand what I'm doing in the geometry, nor where I'm going. I do what you ask but I don't understand the method. And like your english is technical I have difficulties to draw what you want. It is a true method tested ?
 
  • #174
JrK said:
I don't understand what I'm doing
You have added a new mark on the blue circle, right in the middle between two old dotted marks.

For the grey circle that new mark must also be right in the middle between two old dotted marks.
 
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  • #175
like that ?

bh3.png
 
  • #176
JrK said:
Yes. Now:

A.T. said:
Then mark in different colors:
- the part of the wall that was in contact with the circle
- the part of the circle that was in contact with the wall
 
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  • #177
f3.png
green: wall in contact with the circle
violet: circle in contact with the wall

?
 
  • #178
JrK said:
View attachment 261975green: wall in contact with the circle
violet: circle in contact with the wall

?
Why does green go beyond the final contact point?
 
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  • #179
so like that:

fdu.png
 
  • #180
JrK said:
so like that:

View attachment 261976
Yes.

The total slip distance is the sum of the green and violet length. This is the distance that you put into F * d to compute the energy dissipated by friction.
 
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  • #181
And I measured d1. Again, you forgot something very important: the position of the dot of contact from start to end: from a fixed dot on the circle for example. It is easy to watch the problem: take a circle fixed on the ground. Rotate a wall around the circle without any sliping (there is friction but there is no heating), you can see a distance moved by the distance measured but like the dot of contact moved the same distance: there is no slip, so no heating. Here, I took at start d2 because it is logic for me, but with the construction you will have d1 but you need to take in account the distance moved by the dot of contact (in reference to a fixed dot on a part of the device) and at final I have : d1-(d1-d2).

Note, it doesn't resolve my problem with the needle and the elastic. I don't find the mistake in that different example.
 
  • #182
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  • #183
For me when you asked me to build the case 3/ I rotate the circle of the same angle than the wall rotate around A0 but it is not true ! the circle in the reference of the wall rotates only of a smaller angle. Look at the drawings, the circle rotates only of the angle that will give d2 not d1. So, like it doesn't help me to understand why I see a lack of friction in the movement. And like I drew the example with the needle + elastic to help me. Could you help me to find the mistake inside the example with the needle + elastic please ? Here I don't need any transformation so the mistake could be at the angle.

I rewrite the example:

The circle moves in horizontal translation, the circle doesn't rotate around itself, the red wall rotates around A0, and A0 is fixed to the ground. The circle is always at contact with the red wall. The mass is very low and there is no friction. There is no acceleration/deceleration. The bodies are rigids except the elastic. The force of the elastic is contant : F. I drew the start and the final position, the circle and the red wall are controlled in position with a cylinder and a motor for example, I count the energy I need to give to push the circle and I count the energy stored inside the elastic, I also compute the energy from the force F3 and F4 on the lateral walls. There are 4 objects: the circle and the wall, the elastic and the needle. The needle has a diameter very small: some atoms, to be near the dot of contact, I cannot be at the dot of contact but from start to end with a very small diameter for the needle, the distance from the dot of contact will not change to reach the distance d1 in the calculation of the energy stored inside the elastic. The sum of forces on the needle is 0: the elastic pulls it but the lateral walls prevent it to move closer to the dot B. Please, look the enlargements to watch the needle more farther.

The example:

m2.png


The example from start to end:
t1-png.png
Enlargement of the previous image:

at.png

Enlargement of the area where there is the elastic, I drew the start and final position, the elastic is taken by the dots A and B, the dot B is fixed on the red wall, the dot A is fixed on the needle, the needle is near the dot of contact between the circle and the red wall:
t2-png.png


To watch the forces of the elastic F1 and F2, I drew the start and final position, at start the elastic has a length at 0, and at final its length is d2:
t3-png.png
To watch the needle (the needle is perpendicularly to the screen and its diameter is very small), I drew only the final position, the needle is pulled by the elastic but the lateral walls prevent it to move closer the dot B:
t4-png.png
Enlargement, I drew the final position, to watch the forces from the needle to the lateral walls (circle and red wall):
t5-png.png
The program :
Code:
#include <stdio.h>
#include <math.h>

int main()
{
long double pi=M_PI;

long int N=100000000L;
long double R=.1;
long double D=1.;
long double xinf=1.;
long double xsup=xinf/tanl(44.99/180.0*pi);

long double px1=0,py1=0,a1=0,px2=0,py2=0,a2=0,dl=0,wd=0,wf=0,ix1=0;
long double iy1=0,ix2=0,yi2=0,qx1=0,qy1=0,s=0,xl1=0,yl1=0,xl2=0,yl2=0;
long double sx=0,sy=0,qx2=0,qy2=0,xi1sav=0,yi1sav=0,xsav=0,suma=0,l=0,asav=0;
long double xf=0,yf=0,wp=0,af=0,sumdx=0,dlrc=0,dlpc=0;

long int i;
qy1=D;

for(i=0;i<N;i++)
{
  //a1=(long double)(asup/180.0*pi-ainf/180.0*pi)/N*i;
  qx1=xinf+(xsup-xinf)/N*i;
  a1=atanl(qy1/qx1); if(i==0) a2=a1;
  s=R/tanl(a1/2.);
  px1=qx1-s;
  py1=qy1-R;
  if(i==0 || i==N-1) printf("\npx1=%Lf",px1);
  ix1=px1+R*sinl(a1);
  iy1=py1-R*cosl(a1);
  if(i<1) {xi1sav=ix1;yi1sav=iy1;xsav=px1;asav=a1;}
  //printf("\npx1=%Lf , py1=%Lf , a=%Lf , ix1=%Lf , iy1=%Lf , a1=%Lf",px1,py1,180/pi*atanl((fabsl(iy1-yi2)-fabsl(py1-py2))/(fabsl(ix1-ix2)-fabsl(px1-px2))),ix1,iy1,180/pi*a1);
  suma+=a1;

  if(i>0)
  {
   sumdx+=(fabsl(px1-px2)-fabsl(ix1-ix2))*cosl(a1);

   l=(sqrtl(ix1*ix1+iy1*iy1)+sqrtl(ix2*ix2+yi2*yi2))/2.;
   xf=ix2+l*sinl(a1)*fabsl(a2-a1);
   yf=yi2-l*cosl(a1)*fabsl(a2-a1);
   af=fabsl(atanl((iy1-yf)/(ix1-xf)));
   wf+=fabsl(px2-px1)*cosl(af);
   wd+=sqrtl((ix1-xf)*(ix1-xf)+(iy1-yf)*(iy1-yf))*cosl(a1-af);
   //printf("\nl=%Lf , xf=%Lf , yf=%Lf , af=%Lf , diffa=%Lf",l,xf,yf,180/pi*af,180/pi*(a1-af));
   wp+=fabsl(sinl(a1-af))*l*fabsl(a2-a1);
   dlpc+=(px2-px1)*sinl(a1);
   dlrc+=l*fabsl(a2-a1);

  }
  px2=px1;  py2=py1;  qx2=qx1;  qy2=qy1;  ix2=ix1;  yi2=iy1;  xl2=xl1;  yl2=yl1;  a2=a1;

}
printf("\nN=%ld , R=%Lf , D=%Lf , xinf=%Lf , xsup=%Lf",N,R,D,xinf,xsup);
printf("\ndlp=%Lf , dli=%Lf, dlpc=%.18Lf , dlrc=%.18Lf, diff=%.18Lf",px1-xsav,ix1-xi1sav,dlpc,dlrc,(dlpc-dlrc));
printf("\nsuma=%Lf , cos=%Lf , wf=%Lf , wd=%Lf , wp=%Lf , diff=%Lf , eff=%Lf , ddx=%Lf , sumdx=%Lf\n",(asav-a1)*180/pi,cosl(suma/N),wf,wd,wp,wf-wd-wp,(wd+wp)/wf, fabsl(px1-xsav)-fabsl(ix1-xi1sav),sumdx);
return 0;
}

The results:

The energy to move the circle: lg*cos(44.5°)*F = d1*F (in the computation I calculate the integral)
The difference of energy stored inside the elastic: d2*F
The energy needed from F3 is equal to the energy recovered from F4

d1 is different of d2
 

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  • t6-png.png
    t6-png.png
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  • #184
JrK said:
For me when you asked me to build the case 3/ I rotate the circle of the same angle than the wall rotate around A0 but it is not true.
That's just a coordinate transformation to the rest frame of the wall. In such a coordinate transformation you have to rotate everything in the same manner.
 
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  • #185
A.T. said:
That's just a coordinate transformation to the rest frame of the wall. In such a coordinate transformation you have to rotate everything in the same manner.

I drew, with your method, the rotation of a wall around a fixed circle without slipping but with friction. The energy from the friction is 0. The energy to rotate the wall around the circle is 0 (I supposed no acceleration, no decceleration and no mass). It is logic, no energy from friction, no energy to rotate the wall. But with your method I have the energy from friction at L*F with L the length of the friction your method sees. Because your method forget to take in account the movement of dot of contact relatively to a fixed dot on the circle. Something is wrong with your method, for me it is the dot of contact that it didn't take in account. The rotation of the circle I drew in the case 3/ relatively to the wall exists if the dot of contact is as far as the full rotation, the dot of contact is the dot where there is the force of friction. Anyway, if your method works, it must work for a basic rotation of a wall around a fixed circle, it is not the case.
 
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  • #186
JrK said:
I drew, with your method, the rotation of a wall around a fixed circle without slipping but with friction. The energy from the friction is 0. The energy to rotate the wall around the circle is 0 (I supposed no acceleration, no decceleration and no mass). It is logic, no energy from friction, no energy to rotate the wall. But with your method I have the energy from friction at L*F with L the length of the friction your method sees.
No, my method gives 0 slip distance for pure rolling, if you apply it correctly. Please read the instructions I gave for the two elastics (which are just proxies for the green and violet contact areas you drew in post #179):

A.T. said:
You use two elastics, one for each body, with the ends attached to that body at the initial and final contact points. The slipping distance depends on how the elastics meet at the final contact point:

- If they meet at 180° (straight angle) you add their lengths (special case where you can use a single elastic).
- If they meet at 0° (acute angle) you subtract the shorter from the longer length.


Note that even the more general case works only for monotonic motion, not for back and forth sliding which you would have to do piece-wise. The elastics have to stay in contact with the bodies and cannot take short cuts through air. So for concave surfaces you have put them on the inside of the body, and for changing curvature sign you have to do it piece-wise.
 
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  • #187
I used the method of the dot of contact fixed on the ground. I tested that method with another movements and each time I found the energy from the friction equal to the energy needed to move the object(s). I measured the distance moved by the objects compared to the last position. For my example with the friction, I have:

ff3.png


ff4.png
The distance moved by the red wall relatively to the start position of the red wall is d2. The distance moved by the circle in translation is d1-d2. But the dot of contact is fixed, in position and in rotation, so I need to rotate the device like that:

ff5.png

And the distance moved by the circle is well 0. So the distance of friction is d2.
 
  • #188
JrK said:
I used the method of the dot of contact fixed on the ground. I tested that method with another movements
No idea what method you mean. If you mean the method I proposed, then please provide the same type of image as in post #179, with the same frame, markings, colors etc.
 
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  • #189
The method:

1/ I take the dot of contact fixed
2/ I measure the distance from the dot of contact from start to end of the first object, it is the path of the dot of contact on the first object
3/ I measure the distance from the dot of contact from start to end of the second object, it is the path of the dot of contact on the second object
4/ The algebraic sum is the distance of friction

gfd2.png


The distance 'da' is the distance of the path of the dot of contact, it is a lack of distance of friction because the direction is the direction of the wall but in the same time the wall rotates CW (because the dot rotates CCW but the dot is fixed) and that distance is 'db' the direction is an augmentation of the distance of friction, so I need to add 'db'. With the absolute value of 'da' is equal to the absolute value of 'db', so da+db=0. The distance I have at final is the distance from the dot of contact with the wall and it is d2.
 
  • #190
JrK said:
gfd2-png.png
This is not the method I explained to you (see post #179):
- your grey wall is intersecting the circle, but it should always be tangential to it
- the path of the contact on the wall should be on the wall, not on the circle
- the paths of the contact on both objects should meet at the final contact location
 
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  • #191
The method you explained works only for some examples not all. I would like a general method. I used the method of the dot of contact fixed on the ground but like I need to transform the geometry I would like to have a direct method. I find this one, easier, and it is possible to think directly with the drawing.

I fixed a dot C on the end of the red arm, I measure the distance from the dot of contact i1 to C and I reported that distance from the dot of contact i2 (red dotted line), I can measure the distance the red arm slipped WITH the rolling: d3. And d3=9.3, I need to add the distance 'db' because the circle rotates CCW relatively to the red arm, the sum is 9.3+1.05=10.35 but I need to subtract the distance the of rolling 1.05 the sum is 9.3 it is d2 (d1 corrected with the integral of the cosine angle is 10.28).

Why I subtracted the rolling: think with a circle fixed on the ground, rotate the wall around the circle of one turn without any slipping: the distance d3 is equal to the perimeter of the circle: there is no distance of friction. Here, without any slipping of friction, d3 would be at 1.05 (the angle is 15°, the radius at 4). If I measured d3=1.05, there is no energy from friction. If I measure 'x' I need to subtract the 1.05 to 'x'.
gg6.png
 
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  • #192
JrK said:
The method you explained works only for some examples not all.
It works fine for your original scenario (see post #179). Which other scenario do you want to analyze where it fails? Show me how you applied it.
 
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  • #193
A.T. said:
Here is one way to determine the slipping distance relevant for energy dissipated by friction, using an elastic, that works for your specific case (but not in general!):

Attach one end to the circle at the initial contact point, and the other end to the wall at the initial contact point. The initial length is zero, the final length is the slipping distance.
It is what you said. Could you think with my last method please ? it is easy and we don't need to transform the drawing.
 
  • #194
JrK said:
It is what you said.
So which other scenario do you want to analyze where my method fails?

JrK said:
Could you think with my last method please ? it is easy and we don't need to transform the drawing.
You don't need to transform for my method either. It just makes it easier to avoid the errors you keep making.

Friction depends on the relative motion of the objects, which is the motion of one object in the rest frame of the other object. We have done the rest frame of the wall in post #179. But you keep bringing up the wall rolling around the circle, so why don't you apply my method in the rest frame of the circle now. Then compare the result to the rest frame of the wall from #179.
 
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  • #195
A.T. said:
So for which other scenario do you want to analyze where my method fails?
This one for example:

jh3.png

When I drew your method, I take the wall and the circle at the final position and I rotate all the group to compare with the start position, but the circle doesn't rotate in reality so I need to replace it like I drew for your method. If I rotate the circle, all is fine, but in that case I need to do the same job in my drawing because here like in my example the circle doesn't rotate :

jj3.png


And I measure d2. I'm agree, friction depends of the relative motion but I think you forgot the rotation of the wall around the circle. My method I drew is the method I used in #133.

In the example I drew here, you could apply too the method with the dot fixed on one end of the red wall: the dot C. It is easier to think with the drawing fixed.
 
  • #196
JrK said:
This one for example:
jh3-png.png
- There are no markings on the wall, to see how it moves. Is there slippage or pure rolling?
- The contact areas are missing (the green and violet lines in post #179)
 
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  • #197
A.T. said:
- There are no markings on the wall, to see how it moves. Is there slippage or pure rolling?
- The contact areas are missing (the green and violet lines in post #179)

It is a pure rolling.

I added the information:

grr3.png
 
  • #198
JrK said:
It is a pure rolling.
View attachment 262418
Then top left is not "my method", but a completely different scenario (pure sliding). Bottom left looks OK, so let's apply my method:

A.T. said:
- If they meet at 180° (straight angle) you add their lengths (special case where you can use a single elastic).
- If they meet at 0° (acute angle) you subtract the shorter from the longer length.
They meet at 0° (acute angle), and their lengths are equal, so the difference is zero. Which is the correct slip distance for pure rolling.

Note that in your original scenario (see post #179) they meet at 180° (straight angle), so you have to add their lengths, to get the slip distance.
 
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  • #199
A.T. said:
Then top left is not "my method", but a completely different scenario (pure sliding).
It is the method you gave to find the length of sliding in my example at start, look at the drawings, I grouped the circle and the wall, I rotated the group and I never rotate the circle alone. Yes, here I used a pure rolling to show the method doesn't work for the rolling. You can use a part of rolling, your method will not count the rolling. Yes, bottom left is ok, and if I apply the method, it gives that for my example:

gv3.png

And the green measured d2.
 
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  • #200
JrK said:
grr3-png.png
A.T. said:
Then top left is not "my method", but a completely different scenario (pure sliding).
JrK said:
It is the method you gave to find the length of sliding in my example at start, look at the drawings, I grouped the circle and the wall, I rotated the group and I never rotate the circle alone.
No, you did not. In the top left image the grey circle has the same orientation as in the middle right (original frame). So you have obviously not rotated the grey circle with the black wall. You have only rotated the black wall. You did not transform correctly.

JrK said:
Yes, bottom left is ok,
Yes, here you transformed correctly and it gives the correct result of zero slip distance, for this pure rolling scenario.

JrK said:
and if I apply the method, it gives that for my example:

gv3-png.png
What is this? What is "my example"? In your original scenario the circle was moving horizontally. If you are introducing a new scenario, then define it properly.
 
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