From: ted@rosencrantz.stcloudstate.edu Subject: Re: calculation of angular acceleration of a rigid body Date: Fri, 11 Aug 2000 04:29:31 GMT Newsgroups: sci.physics.research Summary: [missing] In article <398d4f1a.3683159@news.uta1002.at>, Christoph Nocker wrote: >But how can I get the angular acceleration? >The formula should look like this then: >angular acceleration = torque / moment of inertia > >But how can I divide a 3d vector with an other 3d vector? The moment of inertia is not actually a vector; it's a rank-2 tensor. You can represent it as a 3x3 symmetric matrix, and then the equation torque = (moment of inertia) (angular acceleration) makes sense: 3-vector = 3x3 matrix times 3-vector. You can always set up your x,y,z axes in such a way that that matrix is diagonal, so that you only have to calculate 3 numbers to work out the moment of inertia. These axes are called the principal axes of the object, and if the object is reasonably symmetric then you can typically guess how they're oriented. If your axes are oriented this way, then the above equation works component by component: torque_x = (moment of inertia)_x (angular acceleration)_x and the same for y and z. But if your axes aren't aligned with the objects principal axes, that won't be true. -Ted