Euler Angle Rates & Angular Velocity- Kinematic Differential Equation for Rigid Body Dynamics

Euler Angle Rates & Angular Velocity- Kinematic Differential Equation for Rigid Body Dynamics


Euler Angle Rates & Angular Velocity- Kinematic Differential Equation for Rigid Body Dynamics

Space Vehicle Dynamics ☀️ Lecture 14: Euler angle rates are not equal to the angular velocity. We derive the relationship between them carefully. We start with the fundamental kinematic differential equation for the direction cosine matrix [C]. By going through the successive pure rotations that define the Euler angles, we arrive at a matrix relationship between the Euler angles, yaw (ψ), pitch (θ), roll (Φ) in the 3-2-1 convention, and the angular velocity vector (ω) as seen in the body fixed frame. This is via a matrix we call [B], which depends on the Euler angles. We also discuss the singularity problem of the Euler angles. This suggests we search for other alternative ways to represent rotations based on the principal rotation vector.

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► Dr. Shane Ross 🛩aerospace engineering professor, Virginia Tech
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► Lecture notes (PDF)
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► References
Schaub \u0026 Junkins, Analytical Mechanics of Space Systems, 4th edition, 2018
https://arc.aiaa.org/doi/book/10.2514

► 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

► Courses and Playlists by Dr. Ross

📚Attitude Dynamics and Control
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📚Nonlinear Dynamics and Chaos
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📚Hamiltonian Dynamics
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📚Three-Body Problem Orbital Mechanics
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📚Lagrangian and 3D Rigid Body Dynamics
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Content

0.08 -> we're going to continue talking about euler  angles and get into how you write the rigid body  
7.28 -> kinematic differential equation written in terms  of the euler angles you could write a set of odes  
13.44 -> for the euler angles and how they change as  a function of the angular velocity vector but  
19.84 -> before we get into that these are the notes from  last time just to familiarize you first we talked  
25.2 -> about this c matrix right the rotation matrix  that relates your your body fixed frame blue i  
34.32 -> usually use blue compared to some other reference  frame usually an inertial frame and you want to  
42 -> write what's the orientation of this triad of  unit vectors with respect to this other triad  
47.92 -> so the the kind of straightforward  way to do that would be a a c matrix
55.12 -> but we learned another way to write  that in terms of the euler angles  
61.6 -> i guess before that how does the c matrix change  so in general right this matrix the the blue unit  
69.52 -> vectors are going to change with  respect to the red unit vectors  
73.92 -> and that change happens according  to the angular velocity vector  
79.12 -> so we eventually got down to this ode here it's  a matrix ode and it's shorthand for nine scalar  
89.12 -> odes it says how the matrix c changes with  time if you have some angular velocity vector  
99.68 -> that's also changing with time so you write you  have that angular velocity vector you write in  
104.72 -> terms the b frame components that's what gave us  omega and then you use it to populate this omega  
110.24 -> tilde matrix which was a it's a skew-symmetric  matrix up here right there in the upper right
120.56 -> so you could write nine scalar odes for how this  changes but that's not what's typically done  
128.72 -> what's typically done is we first want  to represent the c matrix in terms of  
135.68 -> a smaller set of numbers so instead of nine  numbers right the nine entries of the matrix  
139.84 -> we use these euler angles which describe any  orientation as a sequence of three pure rotations  
149.92 -> about axes and one of the main ones is the yaw  pitch and roll which we eventually said had a  
156.24 -> specific name it's the three two one euler angles  because the first rotation is about the current  
162 -> number three axis about a yaw angle and then  the second rotation is about the number two axis  
168.64 -> through a pitch angle and the third rotation is  about the number one axis through a roll angle so  
176.08 -> we went through that each of these pure rotations  can be written in terms of these m matrices on  
182.64 -> the right m sub i means a rotation through the  number i axis through whatever angle you're given  
193.28 -> and at the end of that calculation the product of  those three matrices is another way to write the  
200 -> c matrix the rotation matrix and we said that  there are 12 different euler angle conventions  
208.72 -> written in terms of what the first  axis is the second and the third and  
215.44 -> all of the conventions the the c matrix  is written in appendix b of the book  
221.84 -> so we mentioned the three two one also there's  the three one three which is used as part of  
226.8 -> orbital elements longitude of the ascending  node inclination of an argument of periapsis  
233.68 -> actually described the orientation of the
238 -> orbital plane compared to some inertial plane in  terms of three angles and first a rotation about  
244.72 -> the number three axis then the  number one and then number three  
248.4 -> but there's a problem with euler angles so  there's other parameters that eventually  
253.36 -> get used and this problem is that they  have geometric singularities it's always  
260.32 -> with the number two angle you know  there's there's two there's three
267.2 -> rotations that we do the singularity is always  some particular angle that gives a problem  
274.8 -> in the number two angle so theta two for the  three two one convention it's theta two the pitch  
282.32 -> is plus or not minus 90 degrees  or plus or minus pi over two  
287.68 -> in which case there's so there's ambiguity in  what the roll and the yaw are so there are some  
295.28 -> orientations where you can't uniquely describe  those orientations in terms of euler angles so  
300.8 -> that could be a problem if you have something that  could be orienting any which way so eventually  
305.44 -> we'll get to other things like quaternions or  the parameters which don't have this problem  
312.48 -> and we'll see where that problem shows up in  what's called the kinematic differential equation  
318.16 -> so that's what we'll talk about today all right  so this is the we're continuing with rigid body  
323.36 -> kinematics but specifically the kinematic  differential equation for euler angles  
330.24 -> when we describe rigid bodies you typically  describe their the translational motion and the  
337.2 -> rotational motion for the translational motion you  pick some reference point on the body or in the  
343.28 -> body often it's the center of mass it doesn't have  to be and you write what's the location of that  
350.96 -> center of mass so some position vector then how  does that position vector change we would often  
356.64 -> write this vector c i mean rc location of the  center of mass in terms of end frame components  
366.56 -> so this would be x y z and let's say all of these  are changing in time so this is changing in time
375.28 -> then the way that we would write how are x y  and z changing we've got the inertial derivative  
383.12 -> of the vector r c and that'll give us x dot y dot  z dot time rate of change of all of those and this  
393.92 -> equals whatever the velocity is maybe i'll write  the velocity this way here's the inertial velocity  
401.2 -> of the center of mass at a given moment so this  is a vector and it's got three components so we  
408 -> could either write it as okay here's the vector  and write it with respect to the end frame or  
414 -> in terms of components the velocity in the x  direction velocity and the y velocity in the  
419.76 -> z and these are all changing in time possibly now  you don't often think about it but what does this  
427.84 -> look like if we write it out there's an implied  identity matrix it's in the front the x v y v z  
440.08 -> let me always remind myself what frame i'm in so  this would be the root the translational kinematic  
447.28 -> differential equation and we i mean we  often don't even write this identity  
451.92 -> matrix because it's a waste of time it's the  identity matrix so this is the translational  
458.24 -> kinematic enametic differential equation right and  where do the v's come from the way the v changes  
467.92 -> in time comes from translational dynamics so from  f equals m a newton's second law let's leave that  
477.12 -> for now let's just say okay if i wanted to if  i know how v is changing with time and i wanted  
482.64 -> to reconstruct what the position of my rigid  body is so we have the path that it's taking  
489.36 -> then i would integrate this set of kinematic  differential equations and the reason i'm  
494.24 -> emphasizing there's this three by three identity  matrix is because when we go over to euler angles  
503.12 -> instead of there being an identity  matrix here there's something else
509.04 -> so if we've got
513.12 -> for rotational kinematics
519.04 -> so the rotational kinematic differential  equation if we write the orientation of this body  
527.04 -> so remember what the orientation  is you've got some body fixed frame  
531.44 -> like that blue frame attached to the body we write  how that's oriented with respect to the inertial  
537.84 -> frame so it's like you line up the frames exactly  right on top of each other and then calculate this  
543.6 -> cosine matrix or the euler angles in terms  of euler angles let's say the three two one  
555.2 -> so yaw pitch and roll you'll get a kinematic  differential equation that looks like this so  
562.56 -> time rate of change of yaw time rate of  change of pitch time rate of change of roll
570.24 -> those aren't really written with respect to any  particular frame so i don't even have to put a  
574.48 -> little vector thing on it but there  will be a three by three matrix here  
580.24 -> that is going to be a function  of the um euler angles  
590.96 -> so for now i'll just put in stars to represent  that those are components this matrix
601.36 -> in the terminology of the book it calls this  matrix b so this matrix b each of the entries  
606.56 -> is going to be a function of the euler angles  so we could say this matrix b is a function of  
611.92 -> yaw pitch and roll times instead of translational  velocity that's what v is this is the rotational  
621.6 -> or angular velocity so we'll have omega 1 as a  function of time omega 2 as a function of time  
630.8 -> omega-3 everything is changing the time so if  i were to emphasize that over here right this  
637.36 -> y'all pitch and roll everything's changing with  time and just like before where you get the how is  
647.2 -> the velocity changing it comes from translational  dynamics how is the angular velocity changing  
652.56 -> that comes from rigid body dynamics which will be  the subject of the next chapter so this right for  
661.92 -> right now i'll say this b matrix is unknown and we  want to find out what it is and we always write um
671.04 -> this is these are the components  of the angular velocity  
675.6 -> vector written in the b frame so if i were to  go back up here and write the angular velocity
684.64 -> that's the angular velocity of the b frame with  respect to the end frame and we always write it  
694.72 -> in terms of b frame components and in general  those will change in time due to whatever the  
701.28 -> moments are and other things okay so let's find  out what's this unknown b matrix and it's going  
708.56 -> to be different for each of the 12 euler angle  conventions we'll focus on yaw pitch and roll  
717.84 -> the b matrices are listed in appendix b  of the book for all of the different 12.  
724.4 -> but it's it's probably useful to just  start with y'all pitch and roll so what is
733.28 -> what is the b matrix the way we get at this is we  look at the the euler angle sequence of rotations  
744.24 -> and for each individual rotation we can write the  angular rate it'll be the time rate of change of  
752.64 -> one of those euler angles and a direction so an  axis of rotation all right for yaw pitch and roll  
759.84 -> uh this is the three two one euler  angle sequence or euler angle convention  
770.88 -> so the first one you think of that initially the  two frames are aligned right so we've got the  
781.84 -> inertial frame and the body fixed frame  you think of those as initially aligned  
791.36 -> so these are as aligned as i'm going to be  able to do it b1 b2 b3 n1 and two and three  
804.24 -> and then the first rotation is about the  number three axis the number three axis  
813.68 -> through an angle phi which means we're  going from here to to what we rotate
824.8 -> through some angle not v psi so that  means we're trying to sketch this  
835.84 -> those n directions will just always be  staying the same but this new b directions  
843.36 -> i'll call this b1 prime b2 prime and the number  three direction did not change this angle is psi  
859.04 -> psi right so we did a rotation through a yaw angle  if we were to write this as a angular velocity  
871.6 -> we did the angular velocity from the um i guess  we could call this the b prime frame from the  
882.56 -> end frame and so this is just one simple  rotation so we write the time rate of change  
891.2 -> of that angle psi dot and then the direction  is we could either write it as b3 or n3  
900 -> i mean b3 prime i'll write it as b3 prime and we  may also want to remind ourselves from last time  
907.76 -> how are these directions b1 b2 b3 how are  they related to the n directions it's a  
918.08 -> clockwise uh no counterclockwise rotation  it's positive rotation in the sense of the  
925.12 -> right hand rule about the number three axis  so we had cosine psi sine psi negative sine  
934.08 -> psi cosine psi zero zero one times i'll use  the right colors here and one and two and three  
946.64 -> we're gonna need this because we're gonna have  to keep track of what these angles are eventually  
952.72 -> okay so that's the first rotation what's the  next rotation the next rotation is we rotate  
960.64 -> about the new number two direction what's the new  number two direction it's this one here b2 prime  
966.4 -> we're going to rotate about that direction  through an angle theta the pitch angle  
974.96 -> for this second rotation i'll try  to write b1 prime here b2 prime
985.76 -> b3 prime and we're going to a new set of  directions so we're rotating about this axis  
998.72 -> the positive sense is given by the right hand  rule so my thumb points in the direction of  
1002.16 -> that b2 prime axis my fingers are curling  in the direction of that theta is increasing  
1012.24 -> so what does that mean um we'll call this b2  sorry b3 prime prime so we've rotated through an  
1023.12 -> angle theta there and they'll be this will also  rotate through an angle theta this will be b1  
1032.8 -> prime prime that's our new b1 direction  so this is the second rotation
1041.04 -> about the new number two axis which is b2  prime it's also equal to since we didn't change  
1052.96 -> b2 double prime b2 double prime and that's through  an angle theta i'll keep track of these what's the  
1064.16 -> angular velocity the angular velocity going from  the b prime frame to the b double prime frame this  
1073.92 -> is theta dot it's the angular rate of rotation and  then the axis we could either write it as b2 prime  
1083.2 -> or b2 double prime we'll write b2 double prime  and then again to remind ourselves how are the b  
1092.16 -> double prime directions related to the b prime  directions i need to do a rotation matrix so this  
1098.72 -> is b1 double prime b2 double prime b3 double  prime equals it's going to be some 3x3 matrix  
1107.76 -> times the b1 prime b2 prime b3 prime and this is  a pure rotation about the number two direction  
1120.16 -> and this one you i usually just have  to look it up cosine negative sign  
1127.28 -> down here will be sine and then cosine  
1131.44 -> so good we've got that the last one the third  and last rotation is about the new number one  
1138.56 -> axis which is this b one double prime direction  so we'll do a rotation again in the positive  
1147.2 -> sense will be my thumb pointing in b1 double prime  fingers curling in the direction of the roll angle  
1153.76 -> fee so let me see if i can draw  this down here reliably this is b1  
1161.92 -> double prime and i've got b three double prime and  over here b two double prime these don't look very  
1172.48 -> 3d anymore we're rotating about that direction  through an angle fee so what does that mean  
1181.68 -> that means uh let me write it this way here's  my angle v and we've rotated now i won't put  
1189.36 -> any primes on these because these represent the  actual body directions b1 b2 b3 so we've got that  
1199.28 -> and then this one has also rotated v now this  is looking complicated now b2 and then this is  
1208.4 -> direction b1 so we'll just leave that as it  is so third and final rotation about the new  
1218.32 -> number one axis which is b1 double  prime but that's also equal to just b1  
1227.2 -> and this is through an angle v so if we were  to write what the angular velocity is this goes  
1234 -> from the b double prime to the b frame the  angular velocity for just that rotation would be v  
1243.52 -> dot and then i could either write b1 double  prime or b1 well i'm just going to write b1
1251.6 -> for completeness we could write  what the relationship is between the  
1255.76 -> b unit vectors b1 b2 b3 and the b double prime  unit vectors b1 double prime b2 double prime  
1269.84 -> b3 double prime this is a pure rotation about  the number one direction and this is cosine phi  
1279.68 -> sine phi negative sine v cosine phi  okay cool now the total angular velocity  
1289.2 -> would be what the total angular velocity now we  use the angular velocity addition formula so the  
1296.24 -> total angular velocity is the angular velocity  in going from the the end frame to the b frame  
1304.96 -> or b frame with respect to the n frame and we just  add all of these individual angular velocities up  
1313.52 -> so we would have angular velocity of  b with respect to b double prime plus  
1320.64 -> angular velocity of b double prime with respect  to b prime what color i do the first one just  
1328.16 -> black b prime with respect to n you add all those  up and what do you get well this is v dot b1  
1339.76 -> what's this one this one was uh theta dot b2  prime prime plus psi dot b3 prime i guess i did  
1355.2 -> this one in blue so just for completeness let's  write it in blue there we go okay now we've got  
1362.16 -> the the total angular velocity vector before  we've just called this omega omega is omega the  
1368.48 -> b frame with respect to the end frame and we want  to write that we want this in terms of just the b  
1377.28 -> frame components so instead of having these double  primes and everything these sort of intermediate  
1384.32 -> rotation directions we want to write b2  double prime and b3 prime in terms of  
1391.28 -> the b1 b2 and b3 directions so this  is what we want we want something  
1399.12 -> in the b1 direction plus something in the  b2 direction plus something so these little  
1406.64 -> parentheses with stars stand for okay we want  to put something in in that form which means  
1410.88 -> we're going to have to rewrite b3 prime and b2  double prime how do we do that let's start with b  
1420.64 -> equals so we're talking about this one here  this is actually a pure rotation about the  
1426.72 -> number one direction through an angle  phi times the b double prime directions  
1437.2 -> now to get the b double prime directions in terms  of the b directions we can take the transpose  
1444.48 -> because the transpose is the inverse of the matrix  so if we take uh we can get b double prime equals  
1455.92 -> m one phi t t here means transpose times the  b directions and what is it's easy to take  
1466 -> the transpose of a matrix so then we'll get  you know b1 double prime b2 double prime b3  
1475.6 -> double prime i take the transpose of this  matrix up here and it looks like i just remove  
1481.76 -> a a negative sign right there from that one to  the one on the opposite side of the diagonal  
1488.4 -> okay i can do that cosine v negative sine phi
1497.12 -> sine phi cosine v b1 b2 b3 and all i  want is the b2 double prime component  
1509.52 -> so if i solve this out i get b2 double  prime equals cosine phi times b2  
1524.08 -> minus sine phi b3 right so then i would  substitute what i have into here and now  
1534.08 -> i'm on my way because now i've got things in terms  of the b directions not b prime not b double prime  
1540.56 -> okay what about this one this b three double  prime we could do that um what was this the  
1552 -> where was it yeah i'll rewrite this right  what was this pure rotation about the  
1558.88 -> number two direction through an  angle theta so i'm going to rewrite  
1565.36 -> this but in the shorthand form so that would  be b double prime the vectrix equals m2  
1572.72 -> times the b prime vectrix all right because that  comes from that second rotation this is m2 theta  
1583.6 -> i don't know if i wrote that one in a  particular color no okay b prime and  
1592.72 -> then what do i get i could write this is  b equals um pure rotation through v times  
1607.92 -> pure rotation about the number two  axis through theta times um b prime
1621.6 -> and if i want to get the b prime directions then  i just i i'm taking the transpose of this equation  
1629.04 -> so the transpose of that will give me  
1632.4 -> m 2 theta right when you take the  transpose you reverse the order
1638 -> m1 v transpose times b and then i can work  out what that matrix multiplication gives me  
1649.44 -> uh at least for the the only component i  care about which is b3 so this gives b3 prime  
1657.76 -> is equal to negative sine theta b1 plus sine  phi cosine theta b2 plus cosine v cosine theta  
1677.04 -> b3 so that's let me put a box around these  two because then i'm just substituting back  
1685.92 -> into this equation up here so omega which was  omega b frame with respect to the end frame  
1696.48 -> is going to equal and now i'm going to group  them as everything that's in the b1 direction  
1701.2 -> everything in the b2 and everything in  the b3 i get negative sine theta times  
1708.4 -> v dot sorry psi dot plus v dot that's in  the b1 direction plus sine phi cosine theta  
1720 -> psi dot plus cosine v theta dot that's  all in the b2 direction and then cosine v  
1731.52 -> cosine theta psi dot minus sine theta sine  phi theta dot b3 all right and then just  
1741.04 -> identifying what these components are this is the  component of omega in the b1 direction so this is  
1747.52 -> just omega 1. this is the component of omega  in the b2 direction so it's omega 2. this is  
1755.84 -> the component of omega in the b3 direction  so it's omega-3 so i could summarize this  
1762.4 -> in matrix form and it's also tiring writing all  those sines and cosines so i'll just use shorthand
1772.56 -> yeah this shorthand over here this is just you  know s it's going to be sine c is going to be  
1781.76 -> cosine so if we were to summarize this we have  omega 1 omega 2 omega 3. and we remind ourselves  
1790.88 -> these are the b frame components and this equals  we're going to write this as some 3 by 3 matrix  
1800.8 -> times the time rates of change of the euler  angles psi dot or time rate of change of yaw  
1808.8 -> theta dot time rate of change of pitch v  dot time rate of change of rule and in here  
1815.36 -> this is negative s theta and then zero and one i'm  just sort of rewriting that component up there now  
1823.44 -> we write component omega 2 sine phi cosine theta  which will be times psi dot and then cosine v  
1837.44 -> times theta dot and then zero and then this last  one this is negative what sine v and zero we're  
1847.92 -> almost there we've got this relationship where  we've said okay here's the omega vector it's  
1855.84 -> this weird matrix it's a function of the euler  angles time the euler angle rates of change  
1862.32 -> and this was just for one of the 12 euler angle  conventions so remember so this isn't what you  
1870.32 -> would get for all of the euler angle conventions  this is just for the yaw pitch and roll  
1876 -> three two one sometimes people write it not in  terms of the number but in terms of uh the letter  
1882.4 -> so they would call this the z y x so you might see  that it means the same thing also there's no uh  
1892.24 -> binding rule that you have to call the first  angle yaw that's just another common convention  
1900.4 -> or that you even have to label it psi so to if  i were to summarize this in shorthand i would  
1905.76 -> call this vector it's usually written as a theta  but as a vector and it's the time rate of change  
1915.92 -> so we define this theta vector and it's just made  up of the three angles the first angle that you  
1923.68 -> rotate through theta one the second and then  the third which for three two one this is psi  
1932.08 -> theta v okay and then this matrix the book  calls this the b matrix uh actually this  
1941.84 -> is the inverse of the b matrix inverse of the  matrix and since it depends on the euler angles  
1951.44 -> we say it's a function of this theta  vector and then what is this well this  
1956.72 -> is the probably the easiest one to write this is  omega vector but written in terms of the b frame  
1963.84 -> that's sort of the compact way that we  could write this omega equals b inverse  
1975.28 -> times time rate of change of the euler angles  people who are brand new to rigid body dynamics  
1981.28 -> sometimes think this vector the time rate of  change of the euler angles equals the angular  
1986.88 -> velocity and this exercise is meant to show  you that no it's not there's this weird matrix  
1994.64 -> and that's just life if you went from the euler  angle rates of change to the angular velocities  
2001.28 -> but often it goes the other way we want to  write what are the euler angle rates of change  
2007.36 -> well we just multiply both of these equations by  the b matrix and b times b inverse disappears so  
2016.72 -> here's the b matrix times omega so these are this  would be the one that i would call the kinematic  
2025.44 -> differential equation i guess we could say it's  the rotational kinematic differential equation  
2035.68 -> written in terms of euler's vector  euler angles all right and uh what's  
2043.6 -> what i'm not showing here is there's always  going to be something out in front so b theta  
2051.36 -> for example will have something like  1 over sine theta 2 times some stuff  
2058.88 -> this is just an example so if we had this  then we'd say oh this matrix numerically  
2064.32 -> blows up at theta two goes to zero meaning it  has a singularity just because of this term  
2073.28 -> blows up blows up just means it goes  to infinity as theta 2 goes to zero  
2080.24 -> and that's not good for any kind of numerical  implementation if you're trying to come up with  
2086.56 -> some automated algorithm and so this is one of  the the well-known problems with the euler angles  
2093.76 -> when things go to infinity that's also called a  singularity so that is um it has a singularity  
2105.6 -> so it's not well behaved at all angles if you  for whatever reason no oh i'm always going to  
2110.48 -> avoid theta two equals zero or anything close to  zero then okay fine but you don't know that let  
2117.04 -> me show you these euler angle conventions so the  appendix b has the direction cosine matrices c
2128.08 -> and either in the same appendix or a nearby one  
2135.28 -> it has the b matrices and also the inverse for  each of the conventions so we've been looking at  
2140.32 -> three two one right the yaw pitch and roll  so notice what this has this one has a  
2147.2 -> the b matrix look like that it actually has a one  over cosine theta two which means this thing has a  
2156.16 -> singularity when theta 2 is plus or minus pi over  2 or plus or minus 90 degrees which is what we  
2165.92 -> expected from before in that little  illustration so this is the b matrix  
2170.8 -> and then this is b inverse over here b inverse  is the one that's easier to calculate and then  
2176.96 -> just get the the inverse of it from uh procedures  for getting the inverse of a matrix so you have  
2184.56 -> this for all of the conventions look there's  there's three one three right up above it  
2189.44 -> appendix of uh schaub and jenkins has  b and b inverse for all the conventions  
2198.72 -> this here over here is just for an  example for all 12 euler angle sets  
2206.32 -> and i don't know um the details of why you  would pick one set versus another because  
2211.92 -> you might wonder why are there 12 am i only going  to use yaw pitch and roll there may be some cases  
2218.08 -> where one of them makes sense but i don't have  an answer for that right now we can look at these  
2223.84 -> further i don't know what this is these are  three non-linear odes right we're writing  
2233.52 -> a like a matrix ode or a vector ode but this  represents 3 non-linear ordinary differential  
2244.48 -> equations one for each of the euler angles and  how they change with time and like i said they  
2251.36 -> have they all have problems with singularities  this sort of shows you this is not the same as  
2257.68 -> this b matrix is not the identity so if we were to  compare i'm going to sneak up to the top up here
2266.72 -> where i think it's useful to compare translational  kinematic equations which are really simple it's  
2273.84 -> the translational kinematic equation if we write  it in vector form it's just like rc dot equals vc  
2281.84 -> that's super easy it's not so easy for  
2285.84 -> euler angles um unfortunately you have this  so now we've we've called this what theta dot  
2293.12 -> we've got this as the omega vector there's  always this b matrix that isn't constant  
2300.4 -> it's not the identity the entries are all  changing in time and functions of order angles  
2307.92 -> oh well and they're non-linear and they have  the problem of singularities euler angles are  
2313.92 -> a good conceptual tool to first think about how to  represent rigid body rotations but they aren't the  
2320.32 -> the main one that gets used so there are this  is kind of an aside but we will get to it  
2326.96 -> there are alternatives to euler angles  that don't have the singularity problem
2335.68 -> and they're based on the principal  
2339.28 -> rotation vector i'm just gonna throw out some  names here it's not like you gotta remember  
2345.04 -> euler parameters quaternions the way these often  work is instead of having three three parameters  
2351.76 -> any set of three parameters is going to have a  singularity so you have to add a fourth parameter  
2358.4 -> and so with the sets of four parameters do  not quaternions as you might see from the name  
2365.36 -> quaternions they've got four parameters so these  are used and they don't have the singularity  
2372.48 -> problem if we were to summarize what we've got for  the rotational kinematic differential equations so  
2379.6 -> far purpose is to go from the something you get  from dynamics which is how the angular velocity  
2389.6 -> go from the angular velocity which in general  will be changing in time to the current attitude  
2397.52 -> orientation which we've written as the matrix c so  there's so far we've talked about two ways to do  
2403.52 -> that you could write the matrix differential  equation for c and that'll be something that  
2415.04 -> looks like that these are nine linear odes  which means they're not as hard to deal with  
2423.04 -> or we've got now this other way i  guess uh written it a few times now  
2432.48 -> maybe this seems more straightforward three  non-linear odes and from this right you would  
2440.8 -> find out how do the thetas change in time so  this gives how theta i'll write it this way  
2448.48 -> for sort of a general set once you know how those  thetas change in time then you could reconstruct  
2453.84 -> the matrix the rotation matrix c because c is a  function can be written as a function of those  
2462.48 -> then you've got the current orientation  there are other approaches too
2468.4 -> so that what i talked about here was from  section if you're looking to read section 3.3  
2476.4 -> we're now going to talk about section 3.4 which  introduces the principal rotation vector and  
2483.28 -> this thing called euler's principle uh rotation  theorem the b matrix isn't orthogonal no yeah  
2491.68 -> that's why yeah it's a good good question that's  why uh b inverse is not the same as b transpose  
2499.68 -> the c matrix is orthogonal because it's a rotation  but this thing b is not a rotation i don't even  
2506.08 -> know what it is it might not be any kind of  special matrix at all but yeah good question  
2513.04 -> all right in the last 15 minutes i'll talk about  the principal axis and angle these alternatives  
2520.4 -> i talked about up here alternatives to euler  angles that don't have the singularity problem  
2525.6 -> they're all based on this thing called the  principal rotation vector or the axis um i  
2532.4 -> sometimes call it the axis angle let's talk about  that so this is the principal rotation vector
2544.32 -> maybe let's think of it this way we're going  to start with this way of writing the angular  
2551.04 -> or the the kinematic differential equation for  the rotation matrix c in some sense this is the  
2558.32 -> most fundamental one this one will not steer you  wrong because it's uh it doesn't have any singular  
2565.12 -> singularity problems so this is the most  fundamental kinematic differential equation  
2569.84 -> of rotation maybe i'll just uh that's hard to  write so right as kde kinematic differential of  
2578.8 -> equation of rotation we can come we can combine  well first let me mention euler's theorem  
2590.24 -> it's sometimes called euler's rotation theorem  or euler's principle rotation theorem the idea  
2597.6 -> is that you could go from any frame to any other  frame you can go from you could write a rotation  
2607.6 -> i'll use the typical colors i've  been using you can write the rotation
2618.32 -> going from everything's aligned so the blue  and the red the end frame and the b frame being  
2623.76 -> aligned to the b's current orientation instead  of writing that as a sequence of three rotations  
2631.6 -> you could just write it as one rotation about  some special direction so there's some special  
2637.76 -> direction we write it as a unit vector e so  that special direction there's just one rotation  
2647.76 -> uh it's through that special direction  e or about that special direction e  
2652.96 -> through an angle capital phi i've said the  essence of the theorem any rotation matrix  
2659.44 -> from the then i'm writing the end frame but it's  any frame to any other frame right it's just a  
2666.32 -> triad of unit vectors can be written as a single  rotation about a unit vector e through an angle  
2681.68 -> capital phi and these are sometimes called  the principal axis and principal angle  
2688.88 -> it's somewhat hard to illustrate i i  couldn't find anything online actually uh  
2696.64 -> but if i have if i want to write i've got these  two frames oriented in some just kind of random  
2703.36 -> way there is some special direction i'll use the  orange vector here and to go from red to blue all  
2712.72 -> i needed to do was rotate about that one special  direction so one rotation through some about some  
2718.32 -> special angle through some special uh about  some special axis through some special angle  
2725.04 -> and that's the theorem that euler derived where  there did a lot there's a lot of low-hanging fruit  
2731.44 -> so we can combine these into a special  vector maybe we'll wait on that the  
2737.76 -> interesting thing about this e direction is  that it has the same components in both the b  
2744.24 -> and the end frame this principal axis we could  write it as e b one in the b one direction  
2751.52 -> plus e b two in the b two direction plus e b  three the b three direction we could also write it  
2761.76 -> in the n direction en2 in the n2 direction plus  e n 3 and the n3 direction and it turns out  
2773.28 -> the components are equal so that means e b sub i  equals e n sub i so we don't even have to put the  
2782.64 -> b we'll just write these as e sub i so it's the so  this hopefully makes sense it's the one direction  
2791.52 -> because you're rotating about it anything along  there uh won't change the e directions equals  
2800 -> this c matrix times the e directions or those  e components it doesn't change if you recall  
2807.76 -> eigenvalues and eigenvectors then this looks  like we took the matrix c multiplied by some  
2816.16 -> direction and then we have one times e so e is  the eigenvector i mean we should emphasize we  
2826.24 -> have to normalize this it's a unit vector it's the  normalized eigenvector corresponding to eigenvalue  
2834.24 -> plus one of c so you can find the you can  find this e direction by finding calculating  
2843.04 -> the eigenvalues of c there's always going to be  an eigenvalue 1 and there'll be a corresponding  
2849.12 -> eigenvector for any matrix any rotation matrix  so that's kind of cool how does this get used  
2857.12 -> we can use this by combining the e direction and  this angle into a common vector so combine the  
2866.16 -> axis it's just the unit vector and the angle  into one vector which i'll write as gamma  
2875.52 -> so if we combine these this is the principal  rotation vector write it this way and we can show  
2883.6 -> so this is the rotation vector when omega is  fixed in a direction in space it turns out  
2893.12 -> the derivative of this principal rotation vector  equals omega so now this is almost looking like  
2901.92 -> the simple translational kinematic ode so so  that's good there's something there's something  
2909.04 -> good here so it means there is some special vector  whose time rate of change equals the angular  
2915.76 -> velocity and there's a relationship between the  gamma and the c matrix if we were to put this into  
2924.88 -> i said was this fundamental kinematic differential  equation up here right this was negative omega  
2931.36 -> tilde times c well if we were to write this in  terms of you know using this expression instead  
2939.92 -> of omega tilde we could do the derivative of gamma  tilde times c again assuming that only the angle  
2950.32 -> is changing not the axis and this matrix ode is  solved by and this is pretty cool c equals e to  
2959.36 -> the negative gamma tilde and maybe i guess i'll  write it that way so this is a matrix exponential  
2967.6 -> if you haven't seen it if i have a square matrix  a so let's say e to the a e to the a will be  
2974.8 -> and let's say that this is a n by n matrix  then you write the taylor series expansion  
2982.88 -> as if it were a scalar but then you put in  the matrix so this is going to be 1 plus  
2990.8 -> a plus 1 over 2 factorial a squared plus 1 over  3 factorial theta cubed and so on so that's what  
2999.76 -> a matrix exponential is you could quickly write  down what's the rotation matrix in terms of the  
3005.92 -> principal rotation vector this is just a intro so  for next time read section 3.4 and we'll say more  
3015.44 -> about this principle rotation vector and maybe get  into the other alternatives to the euler angles  
3022.08 -> that come from this so that principle rotation  vector is important so i'll stop there i see  
3027.68 -> some questions uh the expansion would stop at n no  no it keeps on going so this is an infinite series  
3038.08 -> just like with any taylor series it turns  out though if a has a special form then  
3044.8 -> it will truncate at some point uh what  does the till day mean till day oh well  
3052.64 -> if you don't remember if we have a three  vector i'll call it a then the a tilde
3061.6 -> you make a three by three matrix with entries of  a so if a is has entries a1 a2 a3 it's a 3 vector  
3071.6 -> then this is negative a 3 a2 negative a1 a1  negative a2 a3 if you remember i think it was like  
3083.28 -> either lecture two or lecture three this came from  if you write a cross b so if you want to write the  
3090.4 -> cross product you could actually write the cross  product as a matrix multiplication so it'd be this  
3096.16 -> a tilde cross b so that's where it comes from  so yeah it's kind of weird why does this this  
3103.44 -> matrix that has to do with cross products uh show  up and what's it doing in a matrix exponential

Source: https://www.youtube.com/watch?v=Z8nwjouP58o