Euler's Equations of Rigid Body Dynamics Derived | Qualitative Analysis | Build Rigid Body Intuition

Euler's Equations of Rigid Body Dynamics Derived | Qualitative Analysis | Build Rigid Body Intuition


Euler's Equations of Rigid Body Dynamics Derived | Qualitative Analysis | Build Rigid Body Intuition

Space Vehicle Dynamics 🤓 Lecture 21: Rigid body dynamics, the Newton-Euler approach, is given. Specifically, from the angular momentum rate equation, we derive the most common forms of Euler’s equations of the rotational dynamics of a rigid body. A qualitative analysis of Euler’s equation is also given to build intuition.

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► Dr. Shane Ross ➡️ aerospace engineering professor, Virginia Tech
Background: Caltech PhD | worked at NASA/JPL \u0026 Boeing
Research website for @ProfessorRoss

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► Space Vehicle Dynamics course videos (playlist)
https://is.gd/SpaceVehicleDynamics

► Lecture notes (PDF)
https://is.gd/SpaceVehicleDynamicsNotes

► References
Schaub \u0026 Junkins📘Analytical Mechanics of Space Systems, 4th edition, 2018
https://arc.aiaa.org/doi/book/10.2514

► Related Courses and Series Playlists by Dr. Ross

📚Space Vehicle Dynamics
https://is.gd/SpaceVehicleDynamics

📚3-Body Problem Orbital Dynamics Course
https://is.gd/3BodyProblem

📚Space Manifolds
https://is.gd/SpaceManifolds

📚Lagrangian and 3D Rigid Body Dynamics
https://is.gd/AnalyticalDynamics

📚Nonlinear Dynamics and Chaos
https://is.gd/NonlinearDynamics

📚Hamiltonian Dynamics
https://is.gd/AdvancedDynamics

📚Center Manifolds, Normal Forms, and Bifurcations
https://is.gd/CenterManifolds

► Chapters

0:00 Summary so far
0:37 Newton-Euler approach to rigid bodies
10:22 Qualitative analysis to build intuition about rigid bodies
11:06 Spinning top analysis
15:36 Spinning bicycle wheel on string
19:06 Fidget spinner analysis
22:01 Landing gear retraction analysis
24:53 Euler’s equations of rigid body motion derived in body-fixed frame
29:09 Euler’s equation written in components
30:56 Euler’s equation in principal axis frame
35:33 Euler’s equation for free rigid body
40:32 Simulations of free rigid body motion

► Topics covered in course https://is.gd/SpaceVehicleDynamics
- Typical reference frames in spacecraft dynamics
- Mission analysis basics: satellite geometry
- Kinematics of a single particle: rotating reference frames, transport theorem
- Dynamics of a single particle
- Multiparticle systems: kinematics and dynamics, definition of center of mass (c.o.m.)
- Multiparticle systems: motion decomposed into translational motion of c.o.m. and motion relative to the c.o.m.
- Multiparticle systems: imposing rigidity implies only motion relative to c.o.m. is rotation
- Rigid body: continuous mass systems and mass moments (total mass, c.o.m., moment of inertia tensor/matrix)
- Rigid body kinematics in 3D (rotation matrix and Euler angles)
- Rigid body dynamics; Newton’s law for the translational motion and Euler’s rigid-body equations for the rotational motion
- Solving the Euler rotational differential equations of motion analytically in special cases
- Constants of motion: quantities conserved during motion, e.g., energy, momentum
- Visualization of a system’s motion
- Solving for motion computationally


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Content

0.08 -> in outline what have we done we talked about  the transport theorem for many weeks just  
5.12 -> to get ourselves oriented about how to deal  with changes of frames and then talked about  
11.6 -> single particle dynamics multi-particle dynamics  we got to this end where we talked about if you  
18.4 -> have a system of multiple particles or even a  continuum you could break down the dynamics into  
24.48 -> translational dynamics of the center of  mass and also the rotational dynamics  
31.52 -> and it was described by the two different  equations so this is sometimes called the newton  
38.16 -> euler approach to modeling rigid bodies the  newton approach gives the translational motion  
46.56 -> if you remember from i think it was lecture  nine we talked about something that looked  
51.68 -> like newton's equation f equals m a for the motion  of the center of mass so the translational motion  
59.52 -> of the center of mass so that means we've  got an inertial frame some kind of origin  
65.44 -> and floating yam arbitrary thing but it  is a rigid body and we're tracking the  
72.16 -> location of the center of mass so if this has  a full total force we'll just write it that way  
79.6 -> and this is the external force that's a total  external form because we don't even consider  
83.92 -> internal forces like if it's magnetic or something  who cares so we have a total force on the body  
90.8 -> the newton approach is just that  f is equal to the total mass  
95.44 -> times two inertial derivatives of the position  right r c double dot is two inertial derivatives  
106.24 -> of the position so this is sometimes called  we called it before the superparticle theorem  
111.44 -> some people have even called it newton's law but  it's kind of derived from newton's law it looks  
116 -> exactly like newton's law but it's not exactly  the same total external force over here some  
121.52 -> people have even gone so far as to call it euler's  first law but that might confuse you just think of  
128.64 -> it as newton's law and if anybody asks for details  you could look them up so this gives the dynamics  
133.2 -> of the center of mass so if we're talking about  spacecraft maybe that the location of that center  
138.56 -> of mass is given with respect to the center of  the earth so we're not saying anything about how  
144.24 -> i would rotate we're just saying how the center  of mass moves so the center of mass is moving and  
149.52 -> it might also be rotating and of course our focus  is on that rotational part this was translational  
156.16 -> motion the rotational motion also harkens back to  lecture nine when we talked about euler's equation  
165.44 -> this is the one usually reserved for the word  euler's equation and sometimes people will weirdly  
172.24 -> call it euler's second law just letting you know  you're going to hear a variety of terminology out  
177.68 -> there in the big bad world so the rotational  motion let's um let's draw the potato again  
186.56 -> it's easier than other things it can be drawn  so there it is and it's got a center of mass i  
195.44 -> guess we could label that up there and down here  which is a body fixed frame attached to this so  
202.32 -> we write the frame as you know b and maybe we  write the body as fancy b and the main thing  
207.68 -> that we're going to care about here is the angular  momentum so here's the angular momentum typically  
216.24 -> it's angular momentum with respect to the center  of mass b frame is attached to the body and right  
223.84 -> now we're not specifying if this is a principal  axis frame it's just a frame attached to the body
230.72 -> then the governing equation the equation of motion  is going to be it's this just one derivative  
239.2 -> of i mean maybe i'll write it in analogy to what  i have up there it would be h c over dot equals  
249.36 -> l c using the book's notation for what the  moment is the moment or the torque so here is a  
261.36 -> torque it's a torque vector about  the center of mass moment or torque  
269.52 -> of course hc dot this is just shorthand for an  a derivative with respect to the inertial frame  
279.36 -> of the angular momentum of the body about the  center of mass and sometimes this is called  
288.64 -> euler's second law but again that's kind of weird  and confusing so we will just call it euler's  
294.56 -> equation this is euler's equation and we're going  to write euler's equation in a bunch of different  
300.64 -> ways what does lc the total moment total external  moment and we could write a formula for it i'll  
307.12 -> draw the shape again all right the moment with  respect to some reference point it doesn't have  
313.36 -> to be the point c so in general how do we get  the total moment and about because we might not  
319.68 -> always just wonder about the center of mass about  some point p on the body so here's a point p here  
327.36 -> is the center of mass and here is a volume so  we're going to have to integrate i'll write the  
333.6 -> location of this this is the location of that  volume element this is the volume element dv  
341.44 -> it's got a density in it this might not be  uniform density dv with respect to the point  
346.24 -> p the total moment with respect to the point  p this is defined to be integral over the body  
352.56 -> so over the volume of the location of that volume  with respect to the point p cross and now it's  
359.2 -> like the force acting in that little box i'll use  a different color here's a force this is little f  
367.76 -> it's a force density f dv so it's at that location  this is a force density which means force per  
378.32 -> unit mass we're summing over all of the little  mass elements dm which is rho db so i'll put rho  
386.72 -> db we're allowing for the fact that rho the  density might be different throughout the body  
391.76 -> if it's not then you could pull it out as  a constant this is how you would write the  
395.2 -> moment about an arbitrary point including  the center of mass for example if we're in  
400.08 -> uniform gravity like near the surface of  the earth later we won't be in a situation  
405.28 -> where we would consider the gravity uniform when  we talk about gravity gradient satellites they  
410.16 -> actually use the fact that gravity pulling at  the point closer to the earth is stronger than  
414.96 -> the point furthest but for now let's just assume  uniform gravity uniform gravity means that the  
420.8 -> force density this is the force per unit mass  that has units of acceleration so this is the  
427.28 -> direction of the gravitational acceleration so  uh let's just calculate this for uniform gravity  
433.44 -> it is got a triple integral of the  body r dv p cross product g rho dv
445.36 -> this will end up giving you location of the  center of mass cross m g so it looks like  
451.92 -> location of the center of mass what's the location  of the center of mass if i were to sketch it up up  
456.32 -> here this is the location of the center of mass  with respect to our point p so r c is the same as  
464.48 -> the vector from p to c it's the location of c with  respect to p across the usual force due to gravity  
473.6 -> mass times acceleration so that's just an example  it might be different in different contexts okay  
479.84 -> so we've got if i were to highlight them again i  like this one this is the one that we'll focus on  
485.6 -> that's with respect to the center of mass  if you have an inertially fixed point  
490.24 -> then another variation of euler's equation  would be the inertial derivative of the  
495.68 -> angular momentum with respect to that point  p think of a pivot point equals the moment  
502.24 -> total moment about p so that's another variation  we could say more you write it that way  
510.32 -> but we usually write euler's equation in a  body fixed frame which means we want to take  
517.36 -> the derivative with respect to a body fixed  frame so we now use the transport theorem  
523.84 -> so the transport theorem would say take the  derivative with respect to the body fixed frame  
528.8 -> plus and now we're talking about one frame with  respect to another frame here's the b frame and  
535.36 -> the end frame they're just different triads of  unit vectors and what we have called angular  
540.88 -> velocity is actually the angular velocity of the  b frame with respect to the end frame so then this  
547.76 -> would be plus omega of the b frame with respect to  the end frame but that's just the angular velocity  
553.36 -> cross h p equals the total moment about that  point so that's just another way to write it  
560.4 -> it uses the transport theorem so if we use the  center of mass as our reference point we would  
565.52 -> have something that looks really similar it's  just with respect to the center of mass omega  
570.8 -> and omega is just the angular velocity of the body  i'll just give you those two right they they look  
578.88 -> the same except for that subscript so this is  also called euler's equation i think in the book  
585.52 -> this is what 432 it's also called euler's equation  we're just writing things with respect to the body  
591.52 -> fixed frame why are we going to want to do that  we're doing that because later we'll write hc  
598.32 -> is the moment of inertia matrix what do we  calculate that in not the inertial frame  
603.36 -> we usually calculate that in the body fixed frame  because then we've calculated it once and for all  
607.68 -> so that means we've got the angular momentum  written in the body fixed frame and it'll be  
612.64 -> the moment of inertia times the angular velocity  written in the body fixed frame so we're going  
617.68 -> to eventually use this we're not going to use  it quite yet there's more i want to say at this  
622.4 -> level to kind of build some intuition there is  this qualitative analysis of spinning bodies  
628.56 -> that we can do just to get some intuitive feel for  things i think this is helpful if you haven't seen  
637.04 -> it or thought about it then this will provide at  least some idea of what's going on so we'll look  
642.96 -> at this this first one that i wrote up here  because this is mostly useful at least in the  
649.2 -> examples with there's some kind of pivot point  so just copying what we have up there writing the  
654.72 -> time rate of change of the angular momentum  with respect to a body fixed frame plus angular  
660.08 -> velocity okay here we go we have this what's  a good picture to have in mind a spinning top  
666.32 -> or a gyroscope this is a still from the a video  okay so we got a gyroscope for the gyroscope  
673.28 -> there's the part that spins in order to kind  of highlight it there's this giant flywheel  
679.6 -> and it's spinning we don't you know which way it's  spinning but it's spinning a lot and it's attached  
684.88 -> to a frame we will call this the body fixed frame  and that frame could be moving with respect to  
692 -> an inertial frame which i'll just sort of put  centered at this pivot point i'll call that p  
697.12 -> and then this is probably over here the center of  mass the idea is if you have a gyroscope there's  
701.76 -> a flywheel kind of like your spinner and it's  spinning very rapidly with respect to the frame  
708.8 -> so this flywheel bends rapidly with respect  to this b frame that it's attached to  
716.08 -> so we could say that it has a very large angular  momentum that isn't changing much that means  
723.44 -> over here with respect to that body fixed frame  this is not going to change much and hp is  
731.84 -> really large the magnitude of hp is large let me  actually show you a video of this getting spun up
741.92 -> spinning and the way that it's spun  
747.76 -> the angular velocity uh is actually  pointing up if we were to watch it again
757.28 -> the it's being spun i guess the way that we're  looking at it it's counterclockwise just gonna  
764.4 -> place it on here and it's spinning rapidly it's  gonna have a fixed pivot point what's it gonna do  
771.36 -> it's gonna move in some direction you've probably  seen a gyroscope right he's gonna set it down here  
776.8 -> it's gonna move either to the left or to the right  and you can figure that out using this qualitative  
784 -> argument and that's all we're after now which way  is this thing gonna rotate which way is the frame  
791.84 -> going to rotate about that pivot so he he's got  the flywheel spinning it turns out he the flywheel  
798.48 -> is spinning very rapidly in a particular direction  let's first figure out what the moments are so  
804.72 -> when you have this first part equaling roughly  zero then that means you're just left with this  
810 -> over here so you could qualitatively figure out  which way is the moment the moment here the moment  
816.48 -> about p for this situation is what moment about  p is due to the only force here is gravity so  
825.84 -> from this point p to the point c we've  got that which i think before i call that  
830.48 -> r little r sub c and then gravity pointing down  so the moment is using the right hand rule r cross  
840.88 -> f so it's actually pointing into the screen we  have to know which way the angular momentum is  
847.6 -> going the angular momentum is actually going  this way it's hard to see from the video so  
854.96 -> if it's spinning very rapidly going that way then  what direction will the frame go so if we know hp  
862.08 -> that direction and we know l then we have  to figure out what does omega need to be for  
867.84 -> omega cross h to equal l and using the right  hand rule omega needs to be pointing down  
875.84 -> so omega this is omega of the b frame with  respect to the end frame so if that's correct  
882.88 -> then our prediction is this will be like coming  at us because following the right-hand rule  
889.44 -> because of omega if omega's pointing down my thumb  points down my fingers curl in the direction that  
894 -> the whole frame is rotating so let's see if that  holds true we'll watch the gyroscope get placed
902.08 -> okay yeah
906.24 -> so this is omega pointing down  omega pointing down means that  
910.08 -> your fingers are curling using your right hand  
913.36 -> doing that so this had the the very high angular  momentum is actually pointing towards the pivot  
922.08 -> we could do another case just to see what's  going on here that pivot point actually  
926.32 -> it doesn't matter if it's on uh a stand if you  start with that thing not moving it doesn't  
932.56 -> matter what it is so this could be at the end  of a string so there's this other video i think  
938.32 -> this one has sound got a bicycle wheel being  from a rope it's sort of like a giant version  
944.96 -> of the gyroscope and he's getting  this spinning pretty rapidly
954.72 -> you think of okay which way  is he getting it spinning  
958.8 -> uh he's getting it spinning so that the right  now the angular momentum is pointing down
967.12 -> and you'll be able to watch these
971.28 -> then he's going to set it up sideways  
974.96 -> and uh let it go and it's going to spin one way or  the other let's try that over here we'll just show  
981.2 -> another image so this is spinning we'll  use some different colors here a little  
986.32 -> bit easier to see right we still have gravity  here's that point p here's the center of mass  
992.08 -> rc and then gravity is pointing down so what's the  moment we know the moment here it's r cross f so  
1001.2 -> it's coming out at us so the moment r plus f is  pointing towards us the angular momentum is very  
1010.32 -> large but away from the pivot so the only thing  that's different like the moment is the moment  
1017.92 -> angular momentum is pointing away from  the pivot so what does omega have to be  
1022.48 -> does it point up or down for this equation up  here to be correct we need that so omega if i  
1031.6 -> do my right hand omega needs to be pointing  up omega cross h pointing out of the screen
1041.52 -> so it's kind of along here omega  of the the bicycle you know frame  
1047.92 -> basically so with that prediction that means  that the the bicycle wheel should be turning  
1054.08 -> in the opposite direction as this gyroscope just  because of how it was initially spun up how do i  
1059.44 -> draw this nicely kind of around that way and then  coming into the front you're going behind there  
1067.44 -> so that's the prediction based on the  qualitative analysis let's see if it bears out
1076.8 -> okay
1093.12 -> and okay good it's going that way
1101.92 -> and this is kind of remarkable because maybe like  how is this how is that bottom of the rope not  
1107.36 -> swinging like crazy yeah as long as it starts out  forces it up so that that pivot point is initially  
1113.76 -> not moving and that's why this works it is kind of  amazing i think we could look at other situations  
1120.96 -> where maybe we don't know the moment we actually  want to find out the moment and that's related  
1125.44 -> to the fidget spinner if you've played with  a fidget spinner long enough you know that it  
1131.36 -> moves in weird ways if you  hold it you get it spinning  
1135.28 -> and then you kind of twist your wrist you  feel something that's not highly intuitive
1146.32 -> what about the fidget spinner fidget  spinner so here is a fidget spinner and  
1152.24 -> what we're imagining here is that you're going  to rotate your wrist you get this thing spinning  
1157.84 -> so if i let's say i'm holding it and then  i'm spinning it down and i look kind of like  
1165.44 -> what's pictured there if i spin it down then  it's each little part of it's going this way
1177.68 -> so what direction is the the large angular  momentum the large angular momentum  
1185.12 -> is here i won't even put a little subscript  it's just a large angular momentum  
1191.2 -> using the right hand rule it's going  that way and now if i were to uh rotate  
1198 -> my wrist so i um maybe i'll move it this way  so if i'm i've got the fidget spinner and i  
1205.52 -> try to turn it i can feel it resisting and i got  i have to exert some moment on it to make it not  
1214.64 -> turn weird so you rotate your wrist and i don't  know maybe the pivot point is up here for your  
1220.48 -> wrist let's say i'm rotating in the direction of  the arrow so that means i have an angular velocity  
1225.92 -> i'm imposing some angular velocity that's coming  out of the screen because according to the right  
1231.28 -> hand rule if my wrist is rotating that way then  that's the angular velocity vector it's pointing  
1235.52 -> out so what is the moment that that my wrist must  impart to maintain this movement well uh what do  
1249.2 -> i have i've got omega omega cross h according to  up here must equal the moment that's applied omega  
1258.56 -> cross h moment's pointing this way so this  is l is the moment my wrist must impart to  
1269.04 -> maintain this movement and you can feel it  resisting that and that's why your moment  
1274.48 -> has to be what it is as you rotate your wrist in  the direction shown what you'll feel is that this  
1281.28 -> thing wants to kind of turn that way and the  back side turn that that way and so you have  
1287.76 -> to exert a moment that's in that direction to  resist it so you could try it out try it at home  
1295.6 -> and i could feel it wanting to do weird things  and i have to uh resist now if this was spinning  
1302.96 -> like crazy it would break my wrist i couldn't  maintain the movement without breaking my wrist  
1308.96 -> by the way these only have a certain size fun size  not dangerous break your wrist size it's all fun  
1315.92 -> and games when it's a fidget spinner but what  if it's landing gear what if it's landing gear  
1322.4 -> so there's an analogy with landing gear some  planes have had landing gear this way i don't  
1328.96 -> know if all planes have yeah they don't they don't  actually do landing gear this way anymore but old  
1333.68 -> timey landing gear this this uh this is the wheel  right the wheel as it's spinning during takeoff is  
1341.92 -> going to be moving extremely rapidly and if you  try to turn this up it's exactly like the fidget  
1348.96 -> spinner and you're going to have lots of moments  imparted up there where things could break so if  
1354.24 -> i give you a sketch of landing gear it's kind  of aligned with sort of the same way that this  
1360 -> this fidget spinner we've got the wheel rolling  on the ground right here's the ground let's say  
1367.76 -> if this is rolling in the way shown by this  arrow then you have a really large moment  
1374.64 -> here's at some later time we've got a really large  moment in that direction and we're imposing by  
1381.84 -> let's say some motors up here to make the landing  gear turn up and by the right hand rule that  
1387.12 -> means that the angular velocity would be in this  direction and because of that to maintain this  
1392.4 -> movement the moment that must be imparted is  it's going to be in this direction omega cross h  
1399.52 -> so if i have h very large or omega very large  right l i'm just going to rewrite what i have  
1406.56 -> up there it equals omega cross h so if you retract  very rapidly spinning landing gear and you retract  
1415.04 -> it quickly this moment could be so large that  it does damage right if the magnitude is l is  
1421.2 -> large enough it means you're breaking stuff this  could break the landing gear mechanisms could  
1427.76 -> break and that's definitely not what you want  especially on takeoff how are you going to land  
1434 -> so most landing gear does not fold up this  way anymore it actually just gets pulled up  
1440.88 -> then you don't have this kind of omega cross  each moment showing up if you don't worry if  
1447.92 -> you fly on commercial jets most landing gear just  retracts upward it doesn't fold sideways but you  
1453.68 -> get the same it's completely analogous to holding  this fidget spinner and then trying to turn it up  
1460.64 -> and you can feel that it's it's an increased  moment when you turn it rapidly versus slowly  
1466.24 -> so when they did do this they probably  tried to do it as slow as they can zoom
1472.48 -> now we have a great intuitive understanding  about three-dimensional rigid body dynamics
1481.84 -> we'll revisit this later but you might you  might think about it or try it out if you  
1488.72 -> don't have a fidget spinner get some landing  gear i guess we're going to get back to the  
1494.16 -> the quantitative that was qualitative just what  are the directions of vectors but now we're  
1498.88 -> going to get quantitative again and talk about  the rigid body dynamics we're going to look at  
1505.6 -> euler's rotational equations motion in more depth  just following on from what we have up there  
1513.04 -> and this is if you're in the book 4.2.3
1518.4 -> so we've got this and i'll be focusing on  the moment about the center of mass because  
1523.28 -> that's what matters mostly on the spacecraft  the rotational dynamics with respect to the  
1528.96 -> center of mass so we've got this plus omega  cross h c equals l c and now we can substitute  
1540.64 -> in what we know for the angular momentum  written in the body fixed frame it equals  
1547.68 -> the moment of inertia matrix which we have fussed  about times omega so the angular velocity again  
1555.52 -> written in the body fixed frame so what this is if  you want uh we could write it out not particularly  
1561.2 -> in lightning but there it is and this is all in  body fixed frame and then omega 1 omega 2 omega 3.  
1569.28 -> we're trying to make a connection with the angular  velocity because the rigid body kinematics you  
1574.64 -> know all the euler angles and how those change was  related to the angular velocity in the body fixed  
1579.52 -> frame so how do omega 1 and omega 2 and omega-3  change with time that's what we're going to get to  
1585.44 -> we've got this differential equation over here  so if we just plug in everything i'm not going  
1590.72 -> to plug in the full way of writing it in terms of  components if we plug in what we have this becomes  
1597.92 -> we've got a derivative with respect to the b frame  of this three by three matrix written in the b  
1607.2 -> frame times omega written in the b frame plus  omega cross and now we substitute in again i c  
1620.72 -> times omega and then this equals l c and we could  also write that in the body fixed frame so this  
1628.64 -> is now this is an equation where everything is  written in b frame components this is a vector  
1635.04 -> equation all in b frame components whatever that  body fixed frame is and remember the body fixed  
1643.84 -> frame could be moving around with respect to  an inertial frame and that's what makes this  
1650 -> seem kind of crazy but it's okay it's all right  we have a derivative here let's deal with the  
1656.64 -> derivative a derivative of a matrix times a  vector we could use the product rule for that  
1663.28 -> it is a derivative of this matrix times the  vector plus the matrix times the derivative  
1671.52 -> of the vector then plus omega cross just repeating  everything from there this doesn't change except  
1678.96 -> it's all written in b frame components this  is why we write the moment of inertia matrix  
1684.16 -> in the body fixed frame because everything's  constant so this thing here you take the  
1691.12 -> derivative of things that are all constant they're  not changing right because this is constant that  
1696.4 -> matrix is constant all of its entries are constant  you've calculated it once and for all that's the  
1701.92 -> mass distribution with respect to the body fixed  frame so this is zero so it falls out goes away  
1709.04 -> the mass distribution doesn't change we're  assuming a rigid body if we assume something  
1714.48 -> where they're moving parts then okay we would  have to adjust that but for now we are not  
1720.24 -> so that part goes away and then we're left with  just this this is equivalent to equation 4.34  
1729.36 -> in the book although i'm being more careful  about what frame things are being written in  
1734.32 -> so if we were to write this out these derivatives  of the omega vector individually that's just going  
1742.32 -> to be omega 1 dot omega 2 dot omega 3 dot  it's just the time rate of change of those  
1748 -> so this will all become all right it is  this way i see times omega one dot make  
1756 -> it two dot omega three dot it's just the rates  of change of those body fixed frame components  
1763.84 -> plus you could write this in different ways if you  want you could write it as omega 1 omega 2 omega 3  
1773.6 -> across this matrix you notice there's lots  of omega ones omega twos and omega three  
1779.36 -> flying around and then we'll write the moment i'll  just write it in terms of components say l1 l2  
1786.24 -> l3 those are the three components of the moment in  the body fix frame and you could take this further  
1792.88 -> and write in different ways so if you write  this out it'll look like some horrendous thing  
1799.36 -> if you use just any old frame so this is another  version of euler's rotational equations of motion  
1807.2 -> you might say is there a difference between  or there's equation and euler's rotational  
1810.64 -> equation of motion in fact no it's  just a different way of writing it  
1816.4 -> so for whatever reason yeah the book we'll call  this 4.35 things simplify and this this is why i  
1824.24 -> wanted you to know what a principal axis frame  was and how to find it if you write this in a  
1829.28 -> principal axis frame so if if we choose as our  body fixed frame a principal axis frame then the  
1837.12 -> advantage that that gives us is that this moment  of inertia matrix is just diagonal we lose all  
1843.12 -> those off diagonal elements and when i do that  instead of writing it as i 1 1 i'll just call it  
1847.6 -> i1 i2 i3 that's it when we've chosen a principal  axis frame when you do that then this euler's  
1856.32 -> rotational equation of motion simplifies to  a point where it's kind of easy to work with
1867.6 -> it becomes i 1 omega 1 dot minus i 2 minus i 3  omega 2 omega 3 equals l1 i might say plus cyclic  
1883.68 -> permutations which just means all the indices  just sort of move back so this becomes i2 omega 2  
1893.76 -> dot so we've just sort of said okay now  you go here you go here you go here well  
1900.8 -> and then this goes back over to there that's kind  of ugly looking so i'm going to get rid of that
1911.68 -> all right so then this is if this was i2  and everything moved back so then this is i3  
1916.88 -> and this becomes i1 and this is l2 everybody move  over 1 again i 3 omega 3 dot minus i 1 minus i 2  
1933.44 -> omega 1 omega 2 equals l 3. sometimes these are  called euler's rotational equation of motion  
1943.6 -> it's the same thing it's just written in a nicer  format that's kind of pretty this is just writing  
1949.92 -> it in the principal axis frame so this would be  same thing euler's rotational equation of motion  
1959.12 -> in principle axis frame okay this is nice what  does this tell us these are three non-linear odes  
1969.68 -> for how the body fixed angular velocity components  change so you could think of it as if i were to  
1980.4 -> draw not something arbitrary maybe a something  more engineered then there's our center of mass  
1987.52 -> and we have an angular velocity written in the  body fixed frame and it's going to have these  
1993.68 -> three components omega 1 omega 2 omega 3 they'll  be changing in time right with respect to our  
2001.44 -> if this is a box then if we choose our frames  to be b1 b2 and b3 to be normal to the different  
2011.92 -> faces of the box like this choose this this  is a principal axis frame for this box shape
2025.44 -> then this equation it's the most simplified  version of euler's rotational equation of  
2031.84 -> motion describes how those components change right  it's it's just three odes the i's are all constant  
2039.6 -> i1 i2 and i3 are constant now the moment might  be changing it might be changing with time and  
2046.48 -> also position i don't know the moment could be  due to thrusters onboard a spacecraft or due to  
2056.48 -> some flywheel some momentum wheel that is being  used to redirect how this is orienting it might  
2064.64 -> be due to something else maybe it's due to drag  that's heavier on one side versus the other and  
2070.08 -> making this thing turn so you'd have to compensate  for that but this is the most simplified thing  
2076.08 -> so that from this we would get if you solve it or  used in general you will do this computationally  
2083.84 -> we will look at an analytical case just to  get some insight but if you were to solve this  
2090.4 -> you would solve it numerically and this  would give you omega 1 omega 2 and omega 3  
2097.76 -> as a function of time so you'd start with some  initial condition of what's omega initially  
2103.76 -> and then you could solve it you solve that  numerically then from rigid body kinematics  
2110.96 -> you can find how the b frame is rotating  with respect to some inertial frame as  
2117.12 -> a function of time so if you want that  could be given by some set of euler angles  
2123.92 -> or the other thing we talked about the euler  parameters or quaternions however you want to  
2129.44 -> parameterize it but that's sort of how the pieces  fit together now the simplest case that we would  
2134.48 -> look at is when there's no moment in general you  know out in space there's no moment and the weird  
2141.12 -> thing about rigid body dynamics is that you can  get some interesting looking dynamics when there's  
2145.52 -> no applied moment no applied moment means that l1  l2 l3 equals zero and that's called the free rigid  
2152.8 -> body so that's a special case free rigid body it  just means it's free of of moments or sometimes  
2160.24 -> we say torx torque or moment free just means that  l1 l2 l3 are all equal to zero so the right hand  
2167.76 -> side up here is equal to zero and i guess i could  bother to rewrite it we set those equal to zero  
2175.04 -> and i'll put this stuff on the right hand  side then you could see okay i1 omega 1 dot  
2182.4 -> equals minus i2 omega 2 omega 3 i2 omega 2 dot  equals minus i 1 minus i3 omega 3 omega 1 and  
2197.44 -> the last one is i3 omega 3 dot equals minus  i2 minus i1 omega 1 omega 2. they're purely  
2207.36 -> non-linear because the right hand side and they're  coupled but it can be solved this is a non-linear  
2213.44 -> ode that can be solved maybe you're not thinking  if it's a single od it's three coupled ods that  
2219.92 -> can be solved given initial conditions well or  so we think you know seems like that would work  
2226.08 -> so at some initial time right this vector is  let's call it omega 1 0 omega 2 0 omega 3 0.
2240.24 -> it can show some interesting dynamics typically  what we want to do first is look at special cases  
2248.48 -> so say what's a special case if you stare at  these odes a special case would be if two of the  
2256.08 -> moments of inertia are equal so  these are further special cases  
2260.48 -> and two of the moments these are principal moments  are equal because if two of them are equal then  
2268.88 -> one of these coefficients is going to be zero  so it's commonly taken that i one is equal to i2  
2275.28 -> and then we let i3 be the one that that's that's  different so for example if i1 is equal to i2 this  
2283.04 -> case and it's the same thing if i three is equal i  want or whatever it's just for ease of explanation  
2291.04 -> it's typically taken that i one is equal to  i2 this case of two equal principal moments  
2296.88 -> of inertia is called a symmetric rigid body  sometimes it's called axi-symmetric but i think  
2306.24 -> this can be deceiving because yes it's true for  if you have a cylinder like a perfect cylinder
2315.6 -> then yes this is an axisymmetric body and  the moment about b1 and about b2 are equal  
2323.28 -> maybe we'd call those the the transverse  moments they're equal to each other and then  
2330 -> i3 is not equal to that value if it was then  we'd have something that's completely symmetric  
2337.68 -> these are called symmetric bodies but it  doesn't have to be a cylinder you could  
2342 -> have a rectangle that has a square cross section  so rectangular block with a square cross section  
2349.84 -> it's not axisymmetric but it also has i1 equal  to i2 right if we were to write this as b1  
2358.16 -> this is b2 and then this third one is b3 these  moments are also equal i1 equals i2 like this
2370.64 -> and then these have kind of two different  cases and we'll just we'll just have to work  
2375.04 -> on it next time one of them is we've got the i3  does not equal it if i3 is the largest moment of  
2382.72 -> inertia so if it's bigger than i t that means you  have sort of a squished thing kind of like what  
2388.96 -> i drew here i think this would this probably  also qualifies this big piece of lead coaster
2398.48 -> so it has a lot of mass that's perpendicular  to that axis and that is called an oblate  
2406.32 -> shape that squished if i 3 is less than i t then  we call this prolate if you want it's told skinny  
2417.92 -> so this is an example just from how i drew it  and what this is this is prolate so the moment  
2422.64 -> of inertia about that direction is the smallest  and you'll just get you'll get different behavior  
2429.6 -> and just to give you a preview with some videos  here is an oblate body out in space it's hard to  
2436.4 -> see but right the angular momentum vector is that  h and it's not changing it's purple here angular  
2441.92 -> velocity is a blue thing that's incredibly hard  to see but you get this idea of in general this  
2448.4 -> thing is going to be looking like it's tumbling  it's not tumbling erratically in fact this motion  
2453.92 -> is called precession so that is uh one type and  then here's the kind of tall skinny thing prolate  
2464.4 -> and it it moves seems to be moving differently  and we will understand all that stuff later all  
2472.88 -> right so that's all i have for today and so if i  put this one third of the way up i can balance it
2483.36 -> wow that's cool should make  your own triangular plate

Source: https://www.youtube.com/watch?v=z4-vL6lxR8U