Rotational Motion of a Rigid Body

In summary, the conversation discusses rotational motion of a rigid body and the application of forces on its particle parts. It is mentioned that the motion of a rigid body can be expressed as linear motion plus rotation about the center of mass, and the axis of rotation will always go through the center of mass. The conversation also touches upon calculating rotational acceleration and the problem of computing moment of inertia for an object with two particles of equal mass. A resource for understanding game physics and a corrected formula for the inertia matrix are also mentioned.
  • #1
Dhl
5
0
hi!

i've been pondering about rotational motion (of a rigid body). I've been doing some internet research on it, but i have some trouble putting things together...
i want to apply forces on the particle parts of a body. one website told me that when you know the axis of rotation, you compute r (the shortest distance between the particle and the axis), then the torque is t = r X F (F being the force). i also learned that motion of a rigid body can be expressed as linear motion + rotation about the center of mass (CM), so i assume that any rotational axis will go through CM.(correct me if I'm wrong so far...)
can i just set r=CMP (vector from CM to the particle)? if this is not correct, i wonder how i could know the axis of rotation *before* i know the torque...
 
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  • #2
Correct, the rigid body on application of force translate and rotate about an axis passing through its center of mass, but if the body (say a door panel) is not free, may only rotate about an axis not passing through ats center of mass. Any how, a motion both translational and rotational simultaneously may be considered as purely rotational instataneously, about some axis called instatinious axis of rotational.
 
  • #3
thanks a lot. :)
so, if i have a body of n particles (which can rotate freely), and two forces F1 and F2 that act on two of those particles, i could calculate rotational acceleration by:

[itex]r_{1}[/itex] = vector from CM to particle 1
[itex]r_{2}[/itex] = vector from CM to particle 2

[itex]r_{1} \times F_{1} + r_{2} \times F_{2} = \sum_{i=0}^n \tau [/itex] (sum of torques)

Inertia [itex]I = \left(\begin{array}{ccc}\sum_{i=0}^n m_{i}( r_{iy}^2+r_{iz}^2)&\sum_{i=0}^n m_{i} r_{ix}r_{iy}&\sum_{i=0}^n m_{i} r_{ix}r_{iz}\\\sum_{i=0}^n m_{i} r_{ix}r_{iy}&\sum_{i=0}^n m_{i}( r_{ix}^2+r_{iz}^2)&\sum_{i=0}^n m_{i} r_{iz}r_{iy}\\\sum_{i=0}^n m_{i} r_{ix}r_{iz}&\sum_{i=0}^n m_{i} r_{iz}r_{iy}&\sum_{i=0}^n m_{i}( r_{ix}^2+r_{iy}^2)\end{array}\right)[/itex]

rotational acceleration [itex]a=I^{-1} \sum_{i=0}^n \tau[/itex]
am i still right?
 
  • #4
Yes, I think so.
 
  • #5
search for chris hecker tutorial notes on game physics...it has a somewhat awkward wording but relatively easy tutorial on what your lookign for.
 
  • #6
The Chris Hecker tutorial helped me a lot... articles explaining physics for use in games seem more understandable to me than physics papers. However, there was a thought that embarassed me: Assuming an object of two particles with the same mass, these will have the following vectors from the CM: (a,b,c), (-a,-b,-c) because they must be on the opposite side of CM. The resulting inertia matrix, then, is:

[tex]2m \left(\begin{array}{ccc} b^2+c^2&-ab&-ac\\-ab&a^2+c^2&-bc\\-ac&-bc&a^2+b^2\end{array}\right)[/tex]

which has a determinant of 0 and can't be inverted, so the motion can't be computed, too :eek:

If nature used particles to compute rotational motion, the universe would have crashed long ago :(
 
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  • #7
some problem in computing of Moment of Inertia. r^2 can not be negative.
 
  • #8
The inertia matrix I posted was wrong, it should be:

[tex]I = \left(\begin{array}{ccc}\sum_{i=0}^n m_{i}( r_{iy}^2+r_{iz}^2)&-\sum_{i=0}^n m_{i} r_{ix}r_{iy}&-\sum_{i=0}^n m_{i} r_{ix}r_{iz}\\-\sum_{i=0}^n m_{i} r_{ix}r_{iy}&\sum_{i=0}^n m_{i}( r_{ix}^2+r_{iz}^2)&-\sum_{i=0}^n m_{i} r_{iz}r_{iy}\\-\sum_{i=0}^n m_{i} r_{ix}r_{iz}&-\sum_{i=0}^n m_{i} r_{iz}r_{iy}&\sum_{i=0}^n m_{i}( r_{ix}^2+r_{iy}^2)\end{array}\right)[/tex]

thus the negative items in the matrix for 2 particles.
 

FAQ: Rotational Motion of a Rigid Body

What is rotational motion?

Rotational motion refers to the movement of a rigid body around a fixed axis. This type of motion involves the body rotating or spinning in a circular motion.

What is a rigid body?

A rigid body is an object that maintains its shape and size even when subjected to external forces. In rotational motion, the body does not deform or change shape as it rotates around an axis.

What is angular velocity?

Angular velocity is a measure of how fast a rigid body is rotating around an axis. It is defined as the rate of change of angular displacement over time and is measured in radians per second.

What is moment of inertia?

Moment of inertia is a measure of an object's resistance to changes in rotational motion. It depends on the shape and mass distribution of the object and is often represented by the symbol "I".

How is torque related to rotational motion?

Torque is a measure of the twisting force that causes rotational motion. It is defined as the product of force and the distance from the axis of rotation to the point of application of the force. The greater the torque, the greater the rotational motion of the body.

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