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‫Welcome back.

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‫In this video, we will discuss the man's moment of inertia and the inertia tensor in 3-D.

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‫If we look at the first part of the core series, then over there we only dealt on an X Y plane, which

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‫is a to the plane.

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‫So our mass moment of inertia was only measured about one axis.

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‫And that axis was about the body frame Z axis that popped out of the screen towards you like this.

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‫However, things get more complicated when we talk in 3D, in 3D.

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‫This is your body frame axis.

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‫And so you can have moments and angular accelerations about three axis X, Y and Z.

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‫And so you can also measure mass movement of inertia about these three axis.

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‫In other words, you measure the resistance to rotation about these axis.

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‫Remember, mass movement of inertia was resistance to rotation.

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‫For example, you can have this object, here is your mass moment of inertia about this axis, which

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‫is the x axis and let's call it like this I, X and X, then this one here, which would be I y y,

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‫some mass movement of inertia about the body from y axis and finally mass movement of inertia about

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‫the axis.

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‫So the body frames the axis.

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‫So you see you have three axis and you can rotate about those axis.

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‫And then the mass moments of inertia for all these axis might be different.

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‫For example, it might be that it is much easier to rotate this object about the Z axis than, for example,

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‫about the X or Y axis, because the mass movement of inertia, perhaps about the Z axis is less than

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‫I x, x or Y, Y, Y.

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‫It means that about the Z axis, you need less movement to angular really accelerate the object compared

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‫to the moment that you would need in order to accelerate angular the object about the X and Y axis at

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‫the same rate.

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‫So in other words, if I want to accelerate this object five radians per second squared above the x

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‫axis and y axis and the axis, then if mass movement of inertia for the Z axis is less than the other

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‫two, then that means that I need to apply less movement about the Z axis in order to reach that five

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‫radians per second squared.

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‫So I need to apply more movement if I want to reach five radians per second squared about the x axis

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‫and about the Y axis.

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‫And you can formulate all that in a vector matrix form like this, you can have a matrix where the diagonal

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‫elements are the mass moments of inertia about the X, Y and Z axis, respectively.

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‫And then the rest of the elements are zeros.

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‫And then you can multiply that matrix by a vector where the first element is P dot and remember P,

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‫Q and R, where the angle of velocity is about the body frame X, Y and Z axis respectively, and they

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‫were in radians per second.

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‫So if I take the time derivative of P then I will get the angular acceleration about the body frame

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‫x axis.

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‫Then the second element would be Q dot the angular acceleration about the body frame y axis and then

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‫R dot, which is the angular acceleration in both the body frame, the axis and all these variables

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‫here.

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‫They have units radians per second squared because they're angular acceleration square and all that

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‫equals moment about the x axis, moment about the Y axis and moment about the Z axis.

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‫If you write this system out, then this is what you will get.

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‫That's how you connect moments, mass moments of inertia and angular accelerations about their respective

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‫axis.

