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Dynamics03 - Rotation Matrices

The document discusses rotation matrices and frames. It explains that rotation matrices are used to describe the orientation of objects and coordinate systems in 3D space. The document provides an example of using a rotation matrix to transform a vector between two coordinate frames. It also presents a general approach for finding a rotation matrix by relating the components of a vector expressed in two different frames.

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agfjtrs
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© © All Rights Reserved
Available Formats
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0% found this document useful (0 votes)
51 views

Dynamics03 - Rotation Matrices

The document discusses rotation matrices and frames. It explains that rotation matrices are used to describe the orientation of objects and coordinate systems in 3D space. The document provides an example of using a rotation matrix to transform a vector between two coordinate frames. It also presents a general approach for finding a rotation matrix by relating the components of a vector expressed in two different frames.

Uploaded by

agfjtrs
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Rotation matrices and

frames
Lecture #03
Summary: Right-hand-rule
𝒙𝒙 𝒙𝒙
Going from 𝒙𝒙 to 𝒚𝒚 you find 𝒛𝒛

Going from 𝒚𝒚 to 𝒛𝒛 you find 𝒙𝒙

Going from 𝒛𝒛 to 𝒙𝒙 you find 𝒚𝒚 𝒚𝒚 𝒚𝒚


𝒚𝒚

𝒛𝒛
𝒙𝒙
Order and direction of rotations
• Importance of the order of rotations
• Space-fixed rotations
• Body-fixed rotations
Order and direction of rotations
Order and direction of rotations
Example System

𝜔𝜔

shaft

disc
clevis
𝛽𝛽

Ω
Subject overview

Kinematics Kinetics of Newton- Collision


of rigid rigid Euler of rigid
bodies bodies equations bodies
Kinematics of rigid bodies
Mathematically defining vector geometry to describe physics.
 Right-hand rule.
 Coordinate systems (frames) in various orientations.
 Rotation matrices.
Kinematics • Positions vectors.
of rigid • Angular velocity.
bodies • Derivative of a vector in rotating coordinate systems.
• Linear velocity, linear acceleration, angular acceleration.
• Joints, constraints and degrees of freedom.
• Centre of mass
Subject overview
𝐼𝐼𝑥𝑥𝑔𝑔 𝑥𝑥𝑔𝑔 −𝐼𝐼𝑥𝑥𝑔𝑔 𝑦𝑦𝑔𝑔 −𝐼𝐼𝑥𝑥𝑔𝑔 𝑧𝑧𝑔𝑔
Newton’s second law: 𝐹𝐹𝑔𝑔= 𝑚𝑚𝑚𝑚
𝐈𝐈 𝐺𝐺 = −𝐼𝐼𝑥𝑥𝑔𝑔 𝑦𝑦𝑔𝑔
Kinematics
𝐼𝐼𝑦𝑦𝑔𝑔 𝑦𝑦𝑔𝑔 −𝐼𝐼𝑦𝑦𝑔𝑔 𝑧𝑧𝑔𝑔
−𝐼𝐼𝑥𝑥𝑔𝑔 𝑧𝑧𝑔𝑔 −𝐼𝐼𝑦𝑦𝑔𝑔 𝑧𝑧𝑔𝑔 𝐼𝐼𝑧𝑧𝑔𝑔 𝑧𝑧𝑔𝑔

 For a particle: ∑ 𝑭𝑭 = 𝑚𝑚𝒂𝒂


� 𝜌𝜌𝑃𝑃 𝑟𝑟𝑦𝑦2𝑔𝑔 +𝑟𝑟𝑧𝑧2𝑔𝑔 𝑑𝑑𝑑𝑑 − � 𝜌𝜌𝑃𝑃 𝑟𝑟𝑥𝑥𝑔𝑔 𝑟𝑟𝑦𝑦𝑔𝑔 𝑑𝑑𝑑𝑑 − � 𝜌𝜌𝑃𝑃 𝑟𝑟𝑥𝑥𝑔𝑔 𝑟𝑟𝑧𝑧𝑔𝑔 𝑑𝑑𝑑𝑑
 For a rigid body: 𝑉𝑉 𝑉𝑉 𝑉𝑉

𝑑𝑑𝒑𝒑 𝑑𝑑 𝑔𝑔 𝐺𝐺 𝑑𝑑
� 𝑭𝑭 = 𝒑𝒑̇ = = 𝐈𝐈 𝑚𝑚𝒗𝒗
= −�
𝐺𝐺 = 𝜌𝜌𝑃𝑃 𝑟𝑟𝑥𝑥 𝑟𝑟𝑚𝑚 𝒓𝒓̇ 𝐺𝐺
𝑦𝑦 𝑑𝑑𝑑𝑑 � 𝜌𝜌𝑃𝑃 𝑟𝑟𝑥𝑥2𝑔𝑔 + 𝑟𝑟𝑧𝑧2𝑔𝑔 𝑑𝑑𝑑𝑑 − � 𝜌𝜌𝑃𝑃 𝑟𝑟𝑦𝑦𝑔𝑔 𝑟𝑟𝑧𝑧𝑔𝑔 𝑑𝑑𝑑𝑑
𝑑𝑑𝑑𝑑 𝑑𝑑𝑑𝑑 𝑑𝑑𝑑𝑑
𝑔𝑔 𝑔𝑔
𝑉𝑉 𝑉𝑉 𝑉𝑉

𝑑𝑑𝒉𝒉𝐺𝐺 𝑑𝑑 𝐺𝐺 − � 𝜌𝜌𝑃𝑃 𝑟𝑟𝑥𝑥and


Frames 𝑟𝑟𝑧𝑧 𝑑𝑑𝑑𝑑
rotation − � 𝜌𝜌𝑃𝑃 𝑟𝑟𝑦𝑦 𝑟𝑟𝑧𝑧 𝑑𝑑𝑑𝑑 � 𝜌𝜌𝑃𝑃 𝑟𝑟𝑥𝑥2𝑔𝑔 + 𝑟𝑟𝑦𝑦2𝑔𝑔 𝑑𝑑𝑑𝑑
𝐺𝐺 ̇ 𝐺𝐺
� 𝑴𝑴 = 𝒉𝒉 = = 𝐈𝐈 𝝎𝝎 𝑉𝑉matrices needed! 𝑔𝑔 𝑔𝑔 𝑔𝑔 𝑔𝑔

𝑑𝑑𝑑𝑑 𝑑𝑑𝑑𝑑 𝑉𝑉 𝑉𝑉
Why rotation matrices?
Because we need a systematic way to represent orientations of
objects and coordinate systems in a 3D world.
Rotation matrices
Because we need a
convenient tool to
transform between {𝑟𝑟}
representations of vectors
{𝑡𝑡}
in different coordinate
systems (frames).

Notation 𝑂𝑂

{r} is the

{t} is the
Notation
 The rotation matrix
from the
to the is
{𝑟𝑟}
denoted:
𝑡𝑡 𝐑𝐑 {𝑡𝑡}
𝑟𝑟
𝑡𝑡 𝑡𝑡 𝑟𝑟
𝑟𝑟⃗𝑂𝑂𝑂𝑂 = 𝑟𝑟𝐑𝐑 𝑟𝑟⃗𝑂𝑂𝑂𝑂

 The rotation matrix


from the
to the is
denoted:
𝑟𝑟
𝑡𝑡 𝐑𝐑
Introductory example
Find the vector from the origin of the to point 𝑃𝑃 given that the
rotation matrix from the to the is:
𝑎𝑎 𝑏𝑏 𝑐𝑐
𝑟𝑟
𝑡𝑡𝐑𝐑 = 𝑑𝑑 𝑒𝑒 𝑓𝑓
𝑃𝑃 𝑔𝑔 ℎ 𝑖𝑖
𝑂𝑂𝑡𝑡
Assume that the position of an object (point 𝑃𝑃) is known in the as:
𝑥𝑥𝑃𝑃,𝑡𝑡
𝑡𝑡
𝒓𝒓𝑂𝑂𝑡𝑡𝑃𝑃 = 𝑦𝑦𝑃𝑃,𝑡𝑡
𝑧𝑧𝑃𝑃,𝑡𝑡

Assume that the vector from the origin of the to the origin of the
𝑂𝑂𝑟𝑟 is known in the robot frame as:
𝑥𝑥𝑜𝑜
𝑟𝑟
𝒓𝒓𝑂𝑂𝑟𝑟 𝑂𝑂𝑡𝑡 = 𝑦𝑦𝑜𝑜
𝑧𝑧𝑜𝑜
Introductory example
Find the vector from the origin of the to point 𝑃𝑃 given that
the rotation matrix from the to the is:

Answer:
𝑃𝑃 𝑎𝑎 𝑏𝑏 𝑐𝑐 𝑥𝑥𝑃𝑃,𝑡𝑡 𝑥𝑥𝑜𝑜
It is known that: 𝑟𝑟𝑡𝑡𝐑𝐑= 𝑑𝑑 𝑒𝑒 𝑓𝑓 , 𝑡𝑡
𝒓𝒓𝑂𝑂𝑡𝑡𝑃𝑃 = 𝑦𝑦𝑃𝑃,𝑡𝑡 , 𝑟𝑟𝒓𝒓𝑂𝑂𝑟𝑟 𝑂𝑂𝑡𝑡 = 𝑦𝑦𝑜𝑜
𝑂𝑂𝑡𝑡 𝑔𝑔 ℎ 𝑖𝑖 𝑧𝑧𝑃𝑃,𝑡𝑡 𝑧𝑧𝑜𝑜

Therefore:
𝑟𝑟
𝒓𝒓𝑂𝑂𝑟𝑟 𝑃𝑃 = 𝑟𝑟𝒓𝒓𝑂𝑂𝑟𝑟 𝑂𝑂𝑡𝑡 + 𝑟𝑟𝒓𝒓𝑂𝑂𝑡𝑡𝑃𝑃

𝑟𝑟
𝒓𝒓𝑂𝑂𝑟𝑟 𝑃𝑃 = 𝑟𝑟𝒓𝒓𝑂𝑂𝑟𝑟 𝑂𝑂𝑡𝑡 + 𝑟𝑟𝑡𝑡𝐑𝐑 𝑡𝑡𝒓𝒓𝑂𝑂𝑡𝑡𝑃𝑃
𝑂𝑂𝑟𝑟
𝑥𝑥𝑜𝑜 𝑎𝑎 𝑏𝑏 𝑐𝑐 𝑥𝑥𝑃𝑃,𝑡𝑡
𝑟𝑟
𝒓𝒓𝑂𝑂𝑟𝑟 𝑃𝑃 = 𝑦𝑦𝑜𝑜 + 𝑑𝑑 𝑒𝑒 𝑓𝑓 𝑦𝑦𝑃𝑃,𝑡𝑡 = ⋯
𝑧𝑧𝑜𝑜 𝑔𝑔 ℎ 𝑖𝑖 𝑧𝑧𝑃𝑃,𝑡𝑡
Finding a rotation matrix – a general approach 2D
𝑦𝑦�𝑎𝑎 𝑦𝑦�𝑏𝑏 𝑦𝑦�𝑏𝑏 𝑦𝑦�𝑎𝑎

𝑣𝑣𝑦𝑦𝑎𝑎 𝜃𝜃
𝑥𝑥�𝑏𝑏 𝑥𝑥�𝑏𝑏
𝒗𝒗 𝑣𝑣𝑦𝑦𝑏𝑏 𝒗𝒗 𝑣𝑣𝑥𝑥𝑏𝑏
𝑥𝑥�𝑎𝑎 𝜃𝜃 𝑥𝑥�𝑎𝑎
𝑣𝑣𝑥𝑥𝑎𝑎

𝑏𝑏
𝑣𝑣𝑥𝑥𝑎𝑎 𝑣𝑣𝑥𝑥𝑏𝑏 𝑣𝑣⃗ = 𝑣𝑣𝑥𝑥𝑏𝑏 𝑏𝑏𝑥𝑥�𝑏𝑏 + 𝑣𝑣𝑦𝑦𝑏𝑏 𝑏𝑏𝑦𝑦�𝑏𝑏
𝑏𝑏
𝑎𝑎
𝑣𝑣⃗ = 𝑣𝑣𝑦𝑦𝑎𝑎 𝑣𝑣⃗ = 𝑣𝑣𝑦𝑦𝑏𝑏
0 0 1 cos 𝜃𝜃
𝑏𝑏
𝑥𝑥�𝑏𝑏 = 0 → 𝑎𝑎𝑥𝑥�𝑏𝑏 = sin 𝜃𝜃
𝑏𝑏
𝑎𝑎
𝑣𝑣⃗ = 𝑣𝑣𝑥𝑥𝑎𝑎 𝑎𝑎𝑥𝑥̂𝑎𝑎 + 𝑣𝑣𝑦𝑦𝑎𝑎 𝑎𝑎𝑦𝑦𝑎𝑎̂ 𝑣𝑣⃗ = 𝑣𝑣𝑥𝑥𝑏𝑏 𝑏𝑏𝑥𝑥�𝑏𝑏 + 𝑣𝑣𝑦𝑦𝑏𝑏 𝑏𝑏𝑦𝑦�𝑏𝑏 0 0

1 0 1 0 0 −sin 𝜃𝜃
𝑏𝑏
𝑎𝑎
𝑣𝑣⃗ = 𝑣𝑣𝑥𝑥𝑎𝑎 0 + 𝑣𝑣𝑦𝑦𝑎𝑎 1 𝑏𝑏
𝑣𝑣⃗ = 𝑣𝑣𝑥𝑥𝑏𝑏 0 + 𝑣𝑣𝑦𝑦𝑏𝑏 1 𝑦𝑦�𝑏𝑏 = 1 → 𝑎𝑎𝑦𝑦�𝑏𝑏 = cos 𝜃𝜃
0 0 0 0 0 0
Finding a rotation matrix – a general approach 2D
𝑦𝑦�𝑎𝑎 𝑦𝑦�𝑏𝑏 𝑦𝑦�𝑏𝑏 𝑦𝑦�𝑎𝑎

𝑣𝑣𝑦𝑦𝑎𝑎 𝜃𝜃
𝑥𝑥�𝑏𝑏 𝑥𝑥�𝑏𝑏
𝒗𝒗 𝑣𝑣𝑦𝑦𝑏𝑏 𝒗𝒗 𝑣𝑣𝑥𝑥𝑏𝑏
𝑥𝑥�𝑎𝑎 𝜃𝜃 𝑥𝑥�𝑎𝑎
𝑣𝑣𝑥𝑥𝑎𝑎
𝑏𝑏
𝑣𝑣⃗ = 𝑣𝑣𝑥𝑥𝑏𝑏 𝑏𝑏𝑥𝑥�𝑏𝑏 + 𝑣𝑣𝑦𝑦𝑏𝑏 𝑏𝑏𝑦𝑦�𝑏𝑏
𝑏𝑏
𝑣𝑣𝑥𝑥𝑎𝑎 𝑣𝑣⃗ = 𝑣𝑣𝑥𝑥𝑏𝑏 𝑏𝑏𝑥𝑥�𝑏𝑏 + 𝑣𝑣𝑦𝑦𝑏𝑏 𝑏𝑏𝑦𝑦�𝑏𝑏
𝑎𝑎
𝑣𝑣⃗ = 𝑣𝑣𝑦𝑦𝑎𝑎
0 𝑎𝑎
𝑣𝑣⃗ = 𝑣𝑣𝑥𝑥𝑏𝑏 𝑎𝑎𝑥𝑥�𝑏𝑏 + 𝑣𝑣𝑦𝑦𝑏𝑏 𝑎𝑎𝑦𝑦�𝑏𝑏 1 cos 𝜃𝜃
𝑏𝑏
𝑥𝑥�𝑏𝑏 = 0 → 𝑎𝑎𝑥𝑥�𝑏𝑏 = sin 𝜃𝜃
𝑎𝑎
𝑣𝑣⃗ = 𝑣𝑣𝑥𝑥𝑎𝑎 𝑎𝑎𝑥𝑥̂𝑎𝑎 + 𝑣𝑣𝑦𝑦𝑎𝑎 𝑎𝑎𝑦𝑦𝑎𝑎̂ cos 𝜃𝜃 −sin 𝜃𝜃 0 0
𝑎𝑎
𝑣𝑣⃗ = 𝑣𝑣𝑥𝑥𝑏𝑏 sin 𝜃𝜃 + 𝑣𝑣𝑦𝑦𝑏𝑏 cos 𝜃𝜃
1 0 0 −sin 𝜃𝜃
0 0 𝑏𝑏
𝑎𝑎
𝑣𝑣⃗ = 𝑣𝑣𝑥𝑥𝑎𝑎 0 + 𝑣𝑣𝑦𝑦𝑎𝑎 1 𝑦𝑦�𝑏𝑏 = 1 → 𝑎𝑎𝑦𝑦�𝑏𝑏 = cos 𝜃𝜃
0 0 0 0
Finding a rotation matrix – a general approach 2D
𝑦𝑦�𝑎𝑎
Comparing the results
𝑣𝑣𝑥𝑥𝑎𝑎
𝑎𝑎
𝑣𝑣⃗ = 𝑣𝑣𝑦𝑦𝑎𝑎 𝑣𝑣𝑦𝑦𝑎𝑎
0 𝒗𝒗

𝑣𝑣𝑥𝑥𝑎𝑎 𝑥𝑥�𝑎𝑎
cos 𝜃𝜃 −sin 𝜃𝜃
𝑎𝑎
𝑣𝑣⃗ = 𝑣𝑣𝑥𝑥𝑏𝑏 sin 𝜃𝜃 + 𝑣𝑣𝑦𝑦𝑏𝑏 cos 𝜃𝜃 𝑦𝑦�𝑎𝑎
𝑦𝑦�𝑏𝑏
0 0 𝑦𝑦�𝑏𝑏

+ 𝜃𝜃 𝑥𝑥�𝑏𝑏
Write it in matrix form 𝑥𝑥�𝑏𝑏
𝑣𝑣𝑥𝑥𝑎𝑎 cos 𝜃𝜃 − sin 𝜃𝜃 0 𝑣𝑣𝑥𝑥𝑏𝑏 𝑣𝑣𝑦𝑦𝑏𝑏 𝒗𝒗 𝑣𝑣𝑥𝑥𝑏𝑏
𝑎𝑎 𝜃𝜃 𝑥𝑥�𝑎𝑎
𝑣𝑣⃗ = 𝑣𝑣𝑦𝑦𝑎𝑎 = sin 𝜃𝜃 cos 𝜃𝜃 0 𝑣𝑣𝑦𝑦𝑏𝑏
0 0 0 1 0

𝑎𝑎
𝑣𝑣⃗ = 𝑎𝑎𝑏𝑏𝐑𝐑 𝑏𝑏𝑣𝑣⃗
Finding a rotation matrix – a general approach
Steps to constructing a general rotation matrix:
1.Representing a general vector in frame {𝑎𝑎}
2.Representing a general vector in frame {𝑏𝑏}
3.Representing the axes of frame {𝑏𝑏} in frame {𝑎𝑎}
4.Substituting the result from step 3. into step 2.
5.Comparing the result of step 4. to step 1.
6.Extracting the rotation matrix from the resulting equation.
Finding a rotation matrix – a general approach 2D
𝑦𝑦�𝑎𝑎 𝑦𝑦�𝑏𝑏 𝑦𝑦�𝑎𝑎
Reminder scalar product:

𝑣𝑣𝑦𝑦𝑎𝑎 �𝑎𝑎
𝑣𝑣⃗ · 𝒙𝒙 𝑣𝑣⃗ �𝑎𝑎 cos 𝛼𝛼
𝒙𝒙 𝜃𝜃
𝛽𝛽 𝒗𝒗 𝑥𝑥�𝑏𝑏
𝑎𝑎
𝛼𝛼 �𝑎𝑎 =
𝑣𝑣⃗ = 𝑣𝑣⃗ · 𝒚𝒚 𝑣𝑣⃗ �𝑎𝑎 cos 𝛽𝛽
𝒙𝒙
𝑥𝑥�𝑎𝑎 𝑣𝑣⃗ · 𝒛𝒛� 𝑎𝑎 𝑣𝑣⃗ �𝑎𝑎 cos 𝛾𝛾
𝒙𝒙 𝜃𝜃 𝑥𝑥�𝑎𝑎
𝑣𝑣𝑥𝑥𝑎𝑎
𝜋𝜋
𝛼𝛼 + 𝛽𝛽 = ∴ cos 𝛽𝛽 = sin 𝛼𝛼 𝑏𝑏
𝑣𝑣𝑥𝑥𝑎𝑎 2 𝑣𝑣⃗ = 𝑣𝑣𝑥𝑥𝑏𝑏 𝑏𝑏𝑥𝑥�𝑏𝑏 + 𝑣𝑣𝑦𝑦𝑏𝑏 𝑏𝑏𝑦𝑦�𝑏𝑏
𝑎𝑎
𝑣𝑣⃗ = 𝑣𝑣𝑦𝑦𝑎𝑎
0 �𝑎𝑎
𝑥𝑥�𝑏𝑏 · 𝒙𝒙 cos 𝜃𝜃 1 cos 𝜃𝜃
𝑎𝑎 𝑏𝑏
�𝑎𝑎 = sin 𝜃𝜃
𝑥𝑥�𝑏𝑏 = 𝑥𝑥�𝑏𝑏 · 𝒚𝒚 𝑥𝑥�𝑏𝑏 = 0 → 𝑎𝑎𝑥𝑥�𝑏𝑏 = sin 𝜃𝜃
𝑎𝑎
𝑣𝑣⃗ = 𝑣𝑣𝑥𝑥𝑎𝑎 𝑎𝑎𝑥𝑥�𝑎𝑎 + 𝑣𝑣𝑦𝑦𝑎𝑎 𝑎𝑎𝑦𝑦�𝑎𝑎 𝑥𝑥�𝑏𝑏 · 𝒛𝒛� 𝑎𝑎 0 0 0

1 0 0 −sin 𝜃𝜃
𝑏𝑏
𝑎𝑎
𝑣𝑣⃗ = 𝑣𝑣𝑥𝑥𝑎𝑎 0 + 𝑣𝑣𝑦𝑦𝑎𝑎 1 𝑦𝑦�𝑏𝑏 = 1 → 𝑎𝑎𝑦𝑦�𝑏𝑏 = cos 𝜃𝜃
0 0 0 0
Finding a rotation matrix – a general approach
Steps to constructing a general rotation matrix:
1.Representing a general vector in frame {𝑎𝑎}
2.Representing a general vector in frame {𝑏𝑏}
3.Representing the axes of frame {𝑏𝑏} in frame {𝑎𝑎}
4.Substituting the result from step 3. into step 2.
5.Comparing the result of step 4. to step 1.
6.Extracting the rotation matrix from the resulting equation.
Finding a rotation matrix – 3D general approach

Step 1: Representing a general vector in frame {𝑎𝑎}


𝑥𝑥𝑎𝑎 𝒛𝒛𝑎𝑎
𝑎𝑎 𝑦𝑦 𝑎𝑎 𝑎𝑎 𝑎𝑎
� �
𝒗𝒗 = 𝑎𝑎 = 𝑥𝑥𝑎𝑎 𝒙𝒙𝑎𝑎 + 𝑦𝑦𝑎𝑎 𝒚𝒚𝑎𝑎 +𝑧𝑧𝑎𝑎 𝒛𝒛� 𝑎𝑎 The same vector
𝑧𝑧𝑎𝑎 𝒚𝒚𝑎𝑎 𝒗𝒗
𝒗𝒗 can be projected
𝒙𝒙𝑎𝑎
on the axes of
Step 2: Representing a general vector in frame {𝑏𝑏} different
𝑥𝑥𝑏𝑏 coordinate
𝑏𝑏 𝑏𝑏 𝑏𝑏 𝑏𝑏 frames.
𝑦𝑦
𝒗𝒗 = 𝑏𝑏 = 𝑥𝑥𝑏𝑏 𝒙𝒙�𝑏𝑏 + 𝑦𝑦𝑏𝑏 𝒚𝒚�𝑏𝑏 +𝑧𝑧𝑏𝑏 𝒛𝒛� 𝑏𝑏
𝒛𝒛 𝑏𝑏

𝑥𝑥𝑎𝑎 instead of 𝑣𝑣𝑥𝑥𝑎𝑎


𝒚𝒚𝑏𝑏
𝑧𝑧𝑏𝑏
𝒗𝒗

𝒙𝒙𝑏𝑏
Finding a rotation matrix – 3D general approach

Step 3: Representing the coordinates of frame {𝑏𝑏} in frame {𝑎𝑎}


0
𝒛𝒛𝑎𝑎 𝑏𝑏
�𝑏𝑏 = 1
𝒚𝒚
0
𝒚𝒚𝑏𝑏
An example for 𝑎𝑎𝒚𝒚𝑏𝑏 :
𝛾𝛾 𝒚𝒚𝑎𝑎
𝛽𝛽
𝛼𝛼 cos 𝛼𝛼 �𝑏𝑏 · 𝒙𝒙
𝒚𝒚 �𝑎𝑎
𝑎𝑎
�𝑏𝑏 = cos 𝛽𝛽 = 𝒚𝒚
𝒚𝒚 �𝑎𝑎
�𝑏𝑏 · 𝒚𝒚
cos 𝛾𝛾 �𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
𝒚𝒚
𝒙𝒙𝑎𝑎
Finding a rotation matrix – 3D general approach

Step 3: Representing the coordinates of frame {𝑏𝑏} in frame {𝑎𝑎}

𝒛𝒛𝑏𝑏 𝒛𝒛𝑎𝑎 �𝑏𝑏 · 𝒙𝒙


𝒙𝒙 �𝑎𝑎
1
𝑏𝑏
�𝑏𝑏 = 0 → 𝑎𝑎𝒙𝒙𝑏𝑏 = 𝒙𝒙
𝒙𝒙 �𝑏𝑏 · 𝒚𝒚
�𝑎𝑎
𝒚𝒚𝑏𝑏 0 �𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
𝒙𝒙

𝒚𝒚𝑎𝑎 0 �𝑏𝑏 · 𝒙𝒙
𝒚𝒚 �𝑎𝑎
𝑏𝑏
�𝑏𝑏 = 1 → 𝑎𝑎𝒚𝒚𝑏𝑏 = 𝒚𝒚
𝒚𝒚 �𝑏𝑏 · 𝒚𝒚
�𝑎𝑎
0 �𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
𝒚𝒚
𝒙𝒙𝑎𝑎
𝒙𝒙𝑏𝑏 0 �𝑎𝑎
𝒛𝒛� 𝑏𝑏 · 𝒙𝒙
𝑏𝑏 𝑎𝑎
𝒛𝒛� 𝑏𝑏 = 0 → �𝑎𝑎
𝒛𝒛𝑏𝑏 = 𝒛𝒛� 𝑏𝑏 · 𝒚𝒚
1 𝒛𝒛� 𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
Finding a rotation matrix – 3D general approach

Step 4: Substituting the result from step 3. into step 2. 𝒛𝒛𝑏𝑏 𝒛𝒛𝑎𝑎

Step 2 𝒚𝒚𝑏𝑏

𝑥𝑥𝑏𝑏 𝒚𝒚𝑎𝑎

𝑏𝑏 𝒗𝒗
𝒗𝒗 = 𝑦𝑦𝑏𝑏 = 𝑥𝑥𝑏𝑏 𝑏𝑏𝒙𝒙
�𝑏𝑏 + 𝑦𝑦𝑏𝑏 𝑏𝑏𝒚𝒚
�𝑏𝑏 + 𝑧𝑧𝑏𝑏 𝑏𝑏𝒛𝒛� 𝑏𝑏 𝒙𝒙𝑎𝑎
𝒙𝒙𝑏𝑏

𝑧𝑧𝑏𝑏
Step 3
1 �𝑏𝑏 · 𝒙𝒙
𝒙𝒙 �𝑎𝑎
𝑎𝑎 𝑎𝑎 𝑎𝑎 𝑎𝑎 𝑏𝑏
�𝑏𝑏 = 0 → 𝑎𝑎𝒙𝒙𝑏𝑏 = 𝒙𝒙
𝒗𝒗 = 𝑥𝑥𝑏𝑏 � �
𝒙𝒙𝑏𝑏 + 𝑦𝑦𝑏𝑏 𝒚𝒚𝑏𝑏 + 𝑧𝑧𝑏𝑏 𝒛𝒛� 𝑏𝑏 𝒙𝒙 �𝑎𝑎
�𝑏𝑏 · 𝒚𝒚
0 �𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
𝒙𝒙

�𝑏𝑏 · 𝒙𝒙
𝒙𝒙 �𝑎𝑎 �𝑏𝑏 · 𝒙𝒙
𝒚𝒚 �𝑎𝑎 �𝑎𝑎
𝒛𝒛� 𝑏𝑏 · 𝒙𝒙 𝑏𝑏
0 �𝑏𝑏 · 𝒙𝒙
𝒚𝒚 �𝑎𝑎
�𝑏𝑏 = 1 → 𝑎𝑎𝒚𝒚𝑏𝑏 = 𝒚𝒚
𝒚𝒚 �𝑎𝑎
�𝑏𝑏 · 𝒚𝒚
𝑎𝑎
𝒗𝒗 = 𝑥𝑥𝑏𝑏 �𝑏𝑏 · 𝒚𝒚
𝒙𝒙 �𝑏𝑏 · 𝒚𝒚
�𝑎𝑎 + 𝑦𝑦𝑏𝑏 𝒚𝒚 �𝑎𝑎 + 𝑧𝑧𝑏𝑏 �𝑎𝑎
𝒛𝒛� 𝑏𝑏 · 𝒚𝒚 0 �𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
𝒚𝒚
�𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
𝒙𝒙 �𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
𝒚𝒚 𝒛𝒛� 𝑏𝑏 · 𝒛𝒛� 𝑎𝑎 �𝑎𝑎
𝒛𝒛� 𝑏𝑏 · 𝒙𝒙
0
𝑏𝑏 𝑎𝑎
𝒛𝒛� 𝑏𝑏 = 0 → �𝑎𝑎
𝒛𝒛𝑏𝑏 = 𝒛𝒛� 𝑏𝑏 · 𝒚𝒚
1 𝒛𝒛� 𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
Finding a rotation matrix – 3D general approach

Step 5: Comparing the result of step 4. to step 1.


�𝑏𝑏 · 𝒙𝒙
𝒙𝒙 �𝑎𝑎 �𝑏𝑏 · 𝒙𝒙
𝒚𝒚 �𝑎𝑎 �𝑎𝑎
𝒛𝒛� 𝑏𝑏 · 𝒙𝒙
Step 4: 𝑎𝑎𝒗𝒗 = 𝑥𝑥𝑏𝑏 𝒙𝒙 �𝑏𝑏 · 𝒚𝒚
�𝑎𝑎 + 𝑦𝑦𝑏𝑏 𝒚𝒚 �𝑏𝑏 · 𝒚𝒚
�𝑎𝑎 + 𝑧𝑧𝑏𝑏 𝒛𝒛� 𝑏𝑏 · 𝒚𝒚 �𝑎𝑎
�𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
𝒙𝒙 �𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
𝒚𝒚 𝒛𝒛� 𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
𝑥𝑥𝑎𝑎
Step 1: 𝑎𝑎𝒗𝒗 = 𝑦𝑦𝑎𝑎
𝑧𝑧𝑎𝑎
𝑥𝑥𝑎𝑎 �𝑏𝑏 · 𝒙𝒙
𝒙𝒙 �𝑎𝑎 �𝑏𝑏 · 𝒙𝒙
𝒚𝒚 �𝑎𝑎 �𝑎𝑎
𝒛𝒛� 𝑏𝑏 · 𝒙𝒙
𝑦𝑦𝑎𝑎 = 𝒙𝒙�𝑏𝑏 · 𝒚𝒚
�𝑎𝑎 𝑥𝑥𝑏𝑏 + 𝒚𝒚 �𝑏𝑏 · 𝒚𝒚
�𝑎𝑎 𝑦𝑦𝑏𝑏 + 𝒛𝒛� 𝑏𝑏 · 𝒚𝒚 �𝑎𝑎 𝑧𝑧𝑏𝑏
𝑧𝑧𝑎𝑎 �𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
𝒙𝒙 �𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
𝒚𝒚 𝒛𝒛� 𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
Finding a rotation matrix – 3D general approach

Step 6: Extracting the rotation matrix from the resulting equation.


𝑥𝑥𝑎𝑎 𝒙𝒙 �𝑎𝑎
�𝑏𝑏 · 𝒙𝒙 �𝑏𝑏 · 𝒙𝒙
𝒚𝒚 �𝑎𝑎 �𝑎𝑎
𝒛𝒛� 𝑏𝑏 · 𝒙𝒙
𝑦𝑦𝑎𝑎 = 𝒙𝒙 �𝑏𝑏 · 𝒚𝒚
�𝑎𝑎 𝑥𝑥𝑏𝑏 + 𝒚𝒚 �𝑏𝑏 · 𝒚𝒚�𝑎𝑎 𝑦𝑦𝑏𝑏 + 𝒛𝒛� 𝑏𝑏 · 𝒚𝒚 �𝑎𝑎 𝑧𝑧𝑏𝑏
𝑧𝑧𝑎𝑎 �𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
𝒙𝒙 �𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
𝒚𝒚 𝒛𝒛� 𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
𝑥𝑥𝑎𝑎 𝒙𝒙 �𝑎𝑎 𝒚𝒚
�𝑏𝑏 · 𝒙𝒙 �𝑎𝑎
�𝑏𝑏 · 𝒙𝒙 �𝑎𝑎 𝑥𝑥𝑏𝑏
𝒛𝒛� 𝑏𝑏 · 𝒙𝒙
𝑦𝑦𝑎𝑎 = 𝒙𝒙 �𝑏𝑏 · 𝒚𝒚
�𝑎𝑎 𝒚𝒚�𝑏𝑏 · 𝒚𝒚
�𝑎𝑎 �𝑎𝑎 𝑦𝑦𝑏𝑏
𝒛𝒛� 𝑏𝑏 · 𝒚𝒚
𝑧𝑧𝑎𝑎 �𝑏𝑏 · 𝒛𝒛� 𝑎𝑎 𝒚𝒚
𝒙𝒙 �𝑏𝑏 · 𝒛𝒛� 𝑎𝑎 𝒛𝒛� 𝑏𝑏 · 𝒛𝒛� 𝑎𝑎 𝑧𝑧𝑏𝑏

𝑥𝑥𝑎𝑎 �𝑏𝑏 · 𝒙𝒙
𝒙𝒙 �𝑎𝑎 �𝑏𝑏 · 𝒙𝒙
𝒚𝒚 �𝑎𝑎 �𝑎𝑎
𝒛𝒛� 𝑏𝑏 · 𝒙𝒙 𝑥𝑥𝑏𝑏
𝑎𝑎 𝑦𝑦𝑏𝑏 = 𝑎𝑎𝑏𝑏𝐑𝐑 𝑏𝑏𝒗𝒗
𝒗𝒗 = 𝑦𝑦𝑎𝑎 = 𝒙𝒙�𝑏𝑏 · 𝒚𝒚�𝑎𝑎 �𝑏𝑏 · 𝒚𝒚
𝒚𝒚 �𝑎𝑎 �𝑎𝑎
𝒛𝒛� 𝑏𝑏 · 𝒚𝒚
𝑧𝑧𝑎𝑎 �𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
𝒙𝒙 �𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
𝒚𝒚 𝒛𝒛� 𝑏𝑏 · 𝒛𝒛� 𝑎𝑎 𝑧𝑧𝑏𝑏

The rotation matrix from frame {𝑏𝑏} to frame {𝑎𝑎} : 𝑎𝑎𝑏𝑏𝐑𝐑


Finding a rotation matrix – 3D general approach

�𝑏𝑏 · 𝒙𝒙
𝒙𝒙 �𝑎𝑎 �𝑏𝑏 · 𝒙𝒙
𝒚𝒚 �𝑎𝑎 �𝑎𝑎
𝒛𝒛� 𝑏𝑏 · 𝒙𝒙
𝑎𝑎 �𝑏𝑏 · 𝒚𝒚
�𝑎𝑎 �𝑏𝑏 · 𝒚𝒚
�𝑎𝑎 �𝑎𝑎
𝑏𝑏 𝐑𝐑 = 𝒙𝒙 𝒚𝒚 𝒛𝒛� 𝑏𝑏 · 𝒚𝒚
�𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
𝒙𝒙 �𝑏𝑏 · 𝒛𝒛� 𝑎𝑎
𝒚𝒚 𝒛𝒛� 𝑏𝑏 · 𝒛𝒛� 𝑎𝑎

𝑎𝑎 𝑎𝑎 𝑎𝑎 𝑎𝑎
𝑏𝑏 𝐑𝐑 = �𝑏𝑏
𝒙𝒙 �𝑏𝑏
𝒚𝒚 𝒛𝒛� 𝑏𝑏

The The The


projection projection projection
�𝑏𝑏 onto
of 𝒙𝒙 �𝑏𝑏 onto
of 𝒚𝒚 of 𝒛𝒛� 𝑏𝑏 onto
the axes of the axes of the axes of
frame {𝒂𝒂} frame {𝒂𝒂} frame {𝒂𝒂}
Properties of rotation matrices
• It is often convenient to define a rotation matrix for rotation about one of
the axes of a coordinate system. In the figures below, we shall define 3 such
rotation matrices and 3 auxiliary coordinate systems since there are 3 axes
of rotation.
Common rotation
matrices
𝒛𝒛𝑏𝑏 𝒛𝒛𝑎𝑎

Positive rotation about the 𝒙𝒙𝑎𝑎 axis of frame {𝑎𝑎}: 𝒚𝒚𝑏𝑏


𝜃𝜃

𝒙𝒙𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝜃𝜃 𝒚𝒚𝑎𝑎


𝑎𝑎
𝑏𝑏𝐑𝐑 =
𝒙𝒙𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒚𝒚𝑎𝑎
𝒙𝒙𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒙𝒙𝑎𝑎
𝒚𝒚 − 𝒛𝒛 plain

𝒙𝒙𝑏𝑏

Negative rotation about the 𝒙𝒙𝑎𝑎 axis of frame {𝑎𝑎}: 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏

𝒙𝒙𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝜃𝜃


𝑎𝑎
𝑏𝑏𝐑𝐑 =
𝒙𝒙𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒚𝒚𝑎𝑎
𝒚𝒚𝑎𝑎
𝒙𝒙𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝜃𝜃
𝒚𝒚𝑏𝑏
𝒙𝒙𝑎𝑎
𝒙𝒙𝑏𝑏
𝒚𝒚 − 𝒛𝒛 plain
Common rotation
matrices
𝒛𝒛𝑏𝑏 𝒛𝒛𝑎𝑎

Positive rotation about the 𝒙𝒙𝑎𝑎 axis of frame {𝑎𝑎}: 𝒚𝒚𝑏𝑏


𝜃𝜃

𝒙𝒙𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝜃𝜃


1 0 0 𝒚𝒚𝑎𝑎
𝑎𝑎
𝑏𝑏𝐑𝐑 =
𝒙𝒙𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒚𝒚𝑎𝑎 = 0 cos 𝜃𝜃 − sin 𝜃𝜃
𝒙𝒙𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒛𝒛𝑎𝑎 0 sin 𝜃𝜃 cos 𝜃𝜃 𝒙𝒙𝑎𝑎
𝒚𝒚 − 𝒛𝒛 plain

𝒙𝒙𝑏𝑏

Negative rotation about the 𝒙𝒙𝑎𝑎 axis of frame {𝑎𝑎}: 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏

𝒙𝒙𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒙𝒙𝑎𝑎 1 0 0 𝜃𝜃


𝑎𝑎
𝑏𝑏𝐑𝐑 =
𝒙𝒙𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒚𝒚𝑎𝑎 = 0 cos 𝜃𝜃 sin 𝜃𝜃 𝒚𝒚𝑎𝑎
𝒙𝒙𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒛𝒛𝑎𝑎 0 − sin 𝜃𝜃 cos 𝜃𝜃 𝜃𝜃
𝒚𝒚𝑏𝑏
𝒙𝒙𝑎𝑎
𝒙𝒙𝑏𝑏
𝒚𝒚 − 𝒛𝒛 plain
Common rotation
matrices
𝒛𝒛𝑎𝑎
𝒛𝒛𝑏𝑏
Positive rotation about the 𝒚𝒚𝑎𝑎 axis of frame {𝑎𝑎}:
𝜃𝜃
𝒚𝒚𝑎𝑎
𝒙𝒙𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒚𝒚𝑏𝑏
𝑎𝑎 𝒙𝒙𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝜃𝜃
𝑏𝑏𝐑𝐑 = 𝒙𝒙𝑎𝑎
𝒙𝒙𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒙𝒙𝑏𝑏

Negative rotation about the 𝒚𝒚𝑎𝑎 axis of frame {𝑎𝑎}: 𝒛𝒛𝑎𝑎 𝒛𝒛


𝑏𝑏

𝒙𝒙𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝜃𝜃


𝒚𝒚𝑎𝑎
𝑎𝑎
𝑏𝑏𝐑𝐑 =
𝒙𝒙𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒙𝒙𝑏𝑏 𝜃𝜃 𝒚𝒚𝑏𝑏
𝒙𝒙𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒛𝒛𝑎𝑎
𝒙𝒙𝑎𝑎
Common rotation
matrices
𝒛𝒛𝑎𝑎
𝒛𝒛𝑏𝑏
Positive rotation about the 𝒚𝒚𝑎𝑎 axis of frame {𝑎𝑎}:
𝜃𝜃
𝒚𝒚𝑎𝑎
𝒙𝒙𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒙𝒙𝑎𝑎 cos 𝜃𝜃 0 sin 𝜃𝜃 𝒚𝒚𝑏𝑏
𝑎𝑎 𝒙𝒙𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒚𝒚𝑎𝑎 = 𝜃𝜃
𝑏𝑏𝐑𝐑 = 0 1 0 𝒙𝒙𝑎𝑎
𝒙𝒙𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒛𝒛𝑎𝑎 − sin 𝜃𝜃 0 cos 𝜃𝜃 𝒙𝒙𝑏𝑏

Negative rotation about the 𝒚𝒚𝑎𝑎 axis of frame {𝑎𝑎}: 𝒛𝒛𝑎𝑎 𝒛𝒛


𝑏𝑏

𝒙𝒙𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒙𝒙𝑎𝑎 cos 𝜃𝜃 0 − sin 𝜃𝜃


𝜃𝜃
𝒚𝒚𝑎𝑎
𝑎𝑎
𝑏𝑏𝐑𝐑 =
𝒙𝒙𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒚𝒚𝑎𝑎 = 0 1 0 𝒙𝒙𝑏𝑏 𝜃𝜃 𝒚𝒚𝑏𝑏
𝒙𝒙𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒛𝒛𝑎𝑎 sin 𝜃𝜃 0 cos 𝜃𝜃
𝒙𝒙𝑎𝑎
Common rotation
matrices 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏

𝒚𝒚𝑏𝑏
Positive rotation about the 𝒛𝒛𝑎𝑎 axis of frame {𝑎𝑎}:
𝜃𝜃 𝒚𝒚𝑎𝑎
𝒙𝒙𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝜃𝜃
𝑎𝑎
𝑏𝑏𝐑𝐑 =
𝒙𝒙𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒙𝒙𝑎𝑎
𝒙𝒙𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒙𝒙𝑏𝑏
𝒙𝒙 − 𝒚𝒚 plain

Negative rotation about the 𝒛𝒛𝑎𝑎 axis of frame {𝑎𝑎}: 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏

𝒙𝒙𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒙𝒙𝑎𝑎


𝒚𝒚𝑎𝑎
𝑎𝑎
𝑏𝑏𝐑𝐑 =
𝒙𝒙𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝜃𝜃
𝒙𝒙𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒛𝒛𝑎𝑎
𝒙𝒙𝑏𝑏 𝜃𝜃
𝒚𝒚𝑏𝑏
𝒙𝒙𝑎𝑎
𝒙𝒙 − 𝒚𝒚 plain
Common rotation
matrices 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏

𝒚𝒚𝑏𝑏
Positive rotation about the 𝒛𝒛𝑎𝑎 axis of frame {𝑎𝑎}:
𝜃𝜃 𝒚𝒚𝑎𝑎
𝒙𝒙𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒙𝒙𝑎𝑎 cos 𝜃𝜃 − sin 𝜃𝜃 0 𝜃𝜃
𝑎𝑎
𝑏𝑏𝐑𝐑 =
𝒙𝒙𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒚𝒚𝑎𝑎 = sin 𝜃𝜃 cos 𝜃𝜃 0 𝒙𝒙𝑎𝑎
𝒙𝒙𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒙𝒙𝑏𝑏
0 0 1
𝒙𝒙 − 𝒚𝒚 plain

Negative rotation about the 𝒛𝒛𝑎𝑎 axis of frame {𝑎𝑎}: 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏

𝒙𝒙𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒙𝒙𝑎𝑎 cos 𝜃𝜃 sin 𝜃𝜃 0 𝒚𝒚𝑎𝑎


𝑎𝑎
𝑏𝑏𝐑𝐑 =
𝒙𝒙𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒚𝒚𝑎𝑎 = − sin 𝜃𝜃 cos 𝜃𝜃 0 𝜃𝜃
𝒙𝒙𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒛𝒛𝑎𝑎
𝒙𝒙𝑏𝑏 𝜃𝜃
0 0 1 𝒚𝒚𝑏𝑏
𝒙𝒙𝑎𝑎
𝒙𝒙 − 𝒚𝒚 plain
Properties of rotation matrices
• Can help in defining an axis/direction in space in a neat way:
1 0 0 cos 𝛽𝛽 0 sin 𝛽𝛽 cos 𝛾𝛾 sin 𝛾𝛾 0
0 0 1 0
3𝐑𝐑 = 0 cos 𝛼𝛼 − sin 𝛼𝛼 − sin 𝛾𝛾 cos 𝛾𝛾 0
0 sin 𝛼𝛼 cos 𝛼𝛼 − sin 𝛽𝛽 0 cos 𝛽𝛽 0 0 1

𝑐𝑐𝛽𝛽 𝑐𝑐𝛾𝛾 𝑐𝑐𝛽𝛽 𝑠𝑠𝛾𝛾 𝑠𝑠𝛽𝛽


0
3𝐑𝐑 =
−𝑐𝑐𝛼𝛼 𝑠𝑠𝛾𝛾 + 𝑐𝑐𝛾𝛾 𝑠𝑠𝛼𝛼 𝑠𝑠𝛽𝛽 𝑐𝑐𝛼𝛼 𝑐𝑐𝛾𝛾 + 𝑠𝑠𝛼𝛼 𝑠𝑠𝛽𝛽 𝑠𝑠𝛾𝛾 −𝑐𝑐𝛽𝛽 𝑠𝑠𝛼𝛼
−𝑠𝑠𝛼𝛼 𝑠𝑠𝛾𝛾 − 𝑐𝑐𝛼𝛼 𝑠𝑠𝛾𝛾 𝑠𝑠𝛽𝛽 𝑐𝑐𝛾𝛾 𝑠𝑠𝛼𝛼 − 𝑐𝑐𝛼𝛼 𝑠𝑠𝛽𝛽 𝑠𝑠𝛾𝛾 𝑐𝑐𝛼𝛼 𝑐𝑐𝛽𝛽
𝒛𝒛3

 Remark: 𝛼𝛼, 𝛽𝛽 and −𝛾𝛾 in this example are called X-Y-Z Euler angles. A ball joint
Properties of rotation matrices
• Can help in defining an axis/direction in space in a neat way:
1 0 0 cos 𝛽𝛽 0 sin 𝛽𝛽 cos 𝛾𝛾 sin 𝛾𝛾 0
0 0 1 0
3𝐑𝐑 = 0 cos 𝛼𝛼 − sin 𝛼𝛼 − sin 𝛾𝛾 cos 𝛾𝛾 0
0 sin 𝛼𝛼 cos 𝛼𝛼 − sin 𝛽𝛽 0 cos 𝛽𝛽 0 0 1

𝑐𝑐𝛽𝛽 𝑐𝑐𝛾𝛾 𝑐𝑐𝛽𝛽 𝑠𝑠𝛾𝛾 𝑠𝑠𝛽𝛽


0
3𝐑𝐑 =
−𝑐𝑐𝛼𝛼 𝑠𝑠𝛾𝛾 + 𝑐𝑐𝛾𝛾 𝑠𝑠𝛼𝛼 𝑠𝑠𝛽𝛽 𝑐𝑐𝛼𝛼 𝑐𝑐𝛾𝛾 + 𝑠𝑠𝛼𝛼 𝑠𝑠𝛽𝛽 𝑠𝑠𝛾𝛾 −𝑐𝑐𝛽𝛽 𝑠𝑠𝛼𝛼
−𝑠𝑠𝛼𝛼 𝑠𝑠𝛾𝛾 − 𝑐𝑐𝛼𝛼 𝑠𝑠𝛾𝛾 𝑠𝑠𝛽𝛽 𝑐𝑐𝛾𝛾 𝑠𝑠𝛼𝛼 − 𝑐𝑐𝛼𝛼 𝑠𝑠𝛽𝛽 𝑠𝑠𝛾𝛾 𝑐𝑐𝛼𝛼 𝑐𝑐𝛽𝛽
𝒛𝒛3

 Remark: 𝛼𝛼, 𝛽𝛽 and −𝛾𝛾 in this example are called X-Y-Z Euler angles. A ball joint
Properties of rotation matrices

 Operation on a vector: 𝑎𝑎𝒗𝒗 = 𝑎𝑎𝑏𝑏𝐑𝐑 𝑏𝑏𝒗𝒗


 Orthonormality: transpose = inverse: 𝑎𝑎𝑏𝑏𝐑𝐑 = 𝑎𝑎𝑏𝑏𝐑𝐑−1 = 𝑎𝑎𝑏𝑏𝐑𝐑𝑇𝑇
 Orthonormality implies: 𝑎𝑎𝑏𝑏𝐑𝐑 ⋅ 𝑎𝑎𝑏𝑏𝐑𝐑𝑇𝑇 = 𝑎𝑎𝑏𝑏𝐑𝐑 ⋅ 𝑎𝑎𝑏𝑏𝐑𝐑 = 𝐈𝐈
 Cascading rotations is easy: 𝑑𝑑𝑎𝑎𝐑𝐑 = 𝑎𝑎𝑏𝑏𝐑𝐑 𝑏𝑏𝑐𝑐𝐑𝐑 𝑑𝑑𝑐𝑐𝐑𝐑
 MATLAB can be used to calculate them:
syms c1 s1 c2 s2 c3 s3

Rx = [1 0 0 ; 0 c1 -s1 ; 0 s1 c1];

Ry = [c2 0 s2 ; 0 1 0 ; -s2 0 c2];

Rz_n = [c3 s3 0 ; -s3 c3 0 ; 0 0 1];

Rx*Ry*Rz_n
Rotation Matrices
examples
Example 1
0
Given: 𝑎𝑎𝒗𝒗 = 3 , 𝜃𝜃
2
Find: 𝑏𝑏𝒗𝒗 𝒗𝒗

𝒛𝒛𝑏𝑏
𝒛𝒛𝑎𝑎
𝒚𝒚𝑎𝑎
𝜃𝜃
𝜃𝜃
𝒚𝒚𝑏𝑏
Example 1 – constructing the matrix

General expression:
𝒙𝒙𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒙𝒙𝑎𝑎
𝑎𝑎
𝑏𝑏𝐑𝐑 =
𝒙𝒙𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒚𝒚𝑎𝑎
𝒙𝒙𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒗𝒗

𝒛𝒛𝑏𝑏
𝒛𝒛𝑎𝑎
𝒚𝒚𝑎𝑎
𝜃𝜃
𝜃𝜃
𝒚𝒚𝑏𝑏
Example 1
0
𝑎𝑎
Given: 𝒗𝒗 = 3 , 𝜃𝜃 = 30°
2
𝑏𝑏
Find: 𝒗𝒗

Answer:
We can identify negative rotation about 𝒙𝒙𝑎𝑎 . This gives us:
1 0 0 𝒗𝒗
𝑎𝑎
𝒃𝒃𝐑𝐑 = 0 cos 𝜃𝜃 sin 𝜃𝜃
0 −sin 𝜃𝜃 cos 𝜃𝜃
𝒛𝒛𝑏𝑏
But we need the transposed matrix 𝑎𝑎𝑏𝑏𝐑𝐑: 𝒛𝒛𝑎𝑎
1 0 0 𝒚𝒚𝑎𝑎
𝑏𝑏𝐑𝐑 =
0 cos 𝜃𝜃 − sin 𝜃𝜃 𝜃𝜃
𝑎𝑎
0 sin 𝜃𝜃 cos 𝜃𝜃 𝜃𝜃
𝒚𝒚𝑏𝑏

Therefore:
0 0
𝑏𝑏 𝑏𝑏 𝑎𝑎
𝒗𝒗 = 𝑎𝑎𝐑𝐑 𝒗𝒗 = 3 cos 𝜃𝜃 − 2 sin 𝜃𝜃 = 1.5981
3 sin 𝜃𝜃 + 2 cos 𝜃𝜃 3.2321
Example 2

Exercise:
𝒙𝒙𝑏𝑏
Find the rotation matrix 𝑎𝑎𝑏𝑏𝐑𝐑 𝒛𝒛𝑎𝑎

All the vectors in the picture are 𝒚𝒚𝑎𝑎


contained in the same plane. 𝜃𝜃
𝜃𝜃
𝒚𝒚𝑏𝑏
Example 2
Exercise:

Find the rotation matrix 𝑎𝑎𝑏𝑏𝐑𝐑


𝒙𝒙𝑏𝑏
Answer: 𝒛𝒛𝑎𝑎
𝒙𝒙𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒙𝒙𝑎𝑎
𝑎𝑎
𝑏𝑏𝐑𝐑 =
𝒙𝒙𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒚𝒚𝑎𝑎
𝒙𝒙𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝜃𝜃
𝑎𝑎
0 0 −1 𝜃𝜃
𝑏𝑏𝐑𝐑 = sin 𝜃𝜃 cos 𝜃𝜃 0 𝒚𝒚𝑏𝑏
cos 𝜃𝜃 − sin 𝜃𝜃 0

𝒛𝒛𝒃𝒃 𝒙𝒙𝒂𝒂
Example 3

Exercise:

Find the rotation matrix 12𝐑𝐑 using 𝛼𝛼.


𝒚𝒚2

𝒚𝒚1
𝒙𝒙2
𝛼𝛼 𝒙𝒙1
Summary:
Rotation matrices

Create rotation matrices by projecting the unit vectors of one frame {b} on to the
other one {a}
𝒙𝒙𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒙𝒙𝑎𝑎
𝑎𝑎 𝒙𝒙 · 𝒚𝒚 𝒚𝒚 · 𝒚𝒚 𝒛𝒛 · 𝒚𝒚 𝑎𝑎 𝑎𝑎 𝑎𝑎 𝑎𝑎
𝑏𝑏 𝐑𝐑 = 𝑏𝑏 𝑎𝑎 𝑏𝑏 𝑎𝑎 𝑏𝑏 𝑎𝑎 or 𝑏𝑏 𝐑𝐑 = 𝒙𝒙 𝑏𝑏 𝒚𝒚 𝑏𝑏 𝒛𝒛𝑏𝑏
𝒙𝒙𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒛𝒛𝑎𝑎
Positive rotation about the 𝒙𝒙𝑎𝑎 axis of frame {𝑎𝑎}:
1 0 0
𝑎𝑎
𝑏𝑏𝐑𝐑 = 0 cos 𝜃𝜃 − sin 𝜃𝜃
0 sin 𝜃𝜃 cos 𝜃𝜃
 Orthonormality: transpose = inverse: 𝑎𝑎𝑏𝑏𝐑𝐑 = 𝑎𝑎𝑏𝑏𝐑𝐑−1 = 𝑎𝑎𝑏𝑏𝐑𝐑𝑇𝑇
 Orthonormality implies: 𝑎𝑎𝑏𝑏𝐑𝐑 ⋅ 𝑎𝑎𝑏𝑏𝐑𝐑𝑇𝑇 = 𝑎𝑎𝑏𝑏𝐑𝐑 ⋅ 𝑎𝑎𝑏𝑏𝐑𝐑 = 𝐈𝐈
 Cascading rotations is easy: 𝑑𝑑𝑎𝑎𝐑𝐑 = 𝑎𝑎𝑏𝑏𝐑𝐑 𝑏𝑏𝑐𝑐𝐑𝐑 𝑑𝑑𝑐𝑐𝐑𝐑
 The order of the rotation is very important.
Example 4
𝜔𝜔
 The rotor and shaft are mounted in a
clevis which can rotate about the z- shaft

axis with angular velocity Ω. The rotor disc


clevis
has an angular velocity 𝜔𝜔. 𝛽𝛽

Meriam, Kraige, Bolton


Example 4
 The rotor and shaft are mounted in a clevis which can 𝜔𝜔
rotate about the z-axis with angular velocity Ω. The
shaft
rotor has an angular velocity 𝜔𝜔.
 Top view clevis
disc

𝛽𝛽

Ω
Example 4
 The rotor and shaft are mounted in a clevis which can 𝜔𝜔
rotate about the z-axis with angular velocity Ω. The
shaft
rotor has an angular velocity 𝜔𝜔.
 Top view clevis
disc

𝛽𝛽

𝒛𝒛𝟎𝟎 𝑦𝑦0

𝜃𝜃

𝑥𝑥0
Example 4
 The rotor and shaft are mounted in a clevis which can 𝜔𝜔
𝒛𝒛1
rotate about the z-axis with angular velocity Ω. The
shaft
rotor has an angular velocity 𝜔𝜔.
 Top view clevis
disc

𝛽𝛽

Ω
𝒚𝒚1
𝒙𝒙1
𝒛𝒛𝟎𝟎 𝑦𝑦0

𝜃𝜃

𝑥𝑥0
Example 4
Top view General expression
𝒙𝒙𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒙𝒙𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒙𝒙𝑎𝑎
𝑎𝑎
𝑏𝑏 𝐑𝐑 =
𝒙𝒙𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒚𝒚𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒚𝒚𝑎𝑎
𝜃𝜃 𝒙𝒙𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒚𝒚𝑏𝑏 · 𝒛𝒛𝑎𝑎 𝒛𝒛𝑏𝑏 · 𝒛𝒛𝑎𝑎
𝑦𝑦0

𝒛𝒛𝟎𝟎
𝜃𝜃
We want 01𝐑𝐑
𝒛𝒛𝟏𝟏
𝑥𝑥0
cos 𝜃𝜃 −sin 𝜃𝜃 0
𝟎𝟎
𝟏𝟏𝐑𝐑 = sin 𝜃𝜃 cos 𝜃𝜃 0
Let’s write the rotation matrix 01𝐑𝐑 0 0 1
Example 4
𝜔𝜔
 Top view
 Adding frame {2} 𝑧𝑧2 shaft

disc
clevis

Meriam, Kraige, Bolton


𝜔𝜔
𝒛𝒛1
Example 4 𝑧𝑧2 shaft

 Adding frame {2} clevis


disc
𝑦𝑦
 Side view 𝛽𝛽 2
𝑥𝑥2
𝑧𝑧1 Ω
𝑧𝑧2 𝒚𝒚1
𝒙𝒙1

𝛽𝛽
𝒙𝒙𝟐𝟐 𝑦𝑦1
Meriam, Kraige, Bolton, chap. 7 problems
𝒙𝒙𝟏𝟏

𝑦𝑦0

𝜃𝜃 Top
𝑥𝑥0 view
Example 4
Adding frame {2} We want 12𝐑𝐑:
Side view 𝒙𝒙2 · 𝒙𝒙1 𝒚𝒚2 · 𝒙𝒙1 𝒛𝒛2 · 𝒙𝒙1
1
2𝐑𝐑 =
𝒙𝒙2 · 𝒚𝒚1 𝒚𝒚2 · 𝒚𝒚1 𝒛𝒛2 · 𝒚𝒚1
𝑧𝑧1
𝑧𝑧2 𝒙𝒙2 · 𝒛𝒛1 𝒚𝒚2 · 𝒛𝒛1 𝒛𝒛2 · 𝒛𝒛1
𝛽𝛽

𝒙𝒙𝟐𝟐
𝛽𝛽
𝑦𝑦1 1 0 0
1 cos 𝛽𝛽 − sin 𝛽𝛽
𝒙𝒙𝟏𝟏 2𝐑𝐑 = 0
0 sin 𝛽𝛽 cos 𝛽𝛽
𝜔𝜔

𝑧𝑧2 shaft
Example 4
disc
clevis
 Adding frame {3}

Meriam, Kraige, Bolton

Top Side
view view
𝑧𝑧3
𝑧𝑧2 𝜔𝜔
𝒛𝒛1
Example 4 shaft 𝑦𝑦3
𝑥𝑥3 𝑦𝑦2
 Adding frame {3} clevis 𝑥𝑥2
disc

 Side view rotor 𝛽𝛽


𝑧𝑧2
Ω
𝛾𝛾 𝒚𝒚1
𝒙𝒙1
𝛾𝛾
𝑥𝑥2
Meriam, Kraige, Bolton, chap. 7 problems

𝑧𝑧1
𝒚𝒚𝟐𝟐 𝑧𝑧2

𝒚𝒚𝟑𝟑 𝑦𝑦0 𝛽𝛽
𝑦𝑦1
𝜃𝜃 Top Side
𝑥𝑥0 view view
Example 4
We want 23𝐑𝐑:
Adding frame {3} 𝒙𝒙3 · 𝒙𝒙2 𝒚𝒚3 · 𝒙𝒙2 𝒛𝒛3 · 𝒙𝒙2
Side view rotor 2
3𝐑𝐑 =
𝒙𝒙3 · 𝒚𝒚2 𝒚𝒚3 · 𝒚𝒚2 𝒛𝒛3 · 𝒚𝒚2
𝑧𝑧2 𝒙𝒙3 · 𝒛𝒛2 𝒚𝒚3 · 𝒛𝒛2 𝒛𝒛3 · 𝒛𝒛2
𝛾𝛾

𝛾𝛾 cos 𝛾𝛾 0 −sin 𝛾𝛾
𝑥𝑥2
2
3𝐑𝐑 =
0 1 0
sin 𝛾𝛾 0 cos 𝛾𝛾
𝒚𝒚𝟐𝟐

𝒚𝒚𝟑𝟑
𝑧𝑧3
𝑧𝑧2 𝜔𝜔
𝒛𝒛1
Example 4 shaft 𝑦𝑦3
0 𝑥𝑥3 𝑦𝑦2
 Find 3𝐑𝐑: clevis 𝑥𝑥2
disc
0
3𝐑𝐑 = 𝟎𝟎1𝐑𝐑 12𝐑𝐑 23𝐑𝐑 𝛽𝛽

Ω
cos 𝜃𝜃 −sin 𝜃𝜃 0 1 0 0 𝒚𝒚1
0
cos 𝜃𝜃 0 0 cos 𝛽𝛽 − sin 𝛽𝛽 𝒙𝒙1
3𝐑𝐑 = sin 𝜃𝜃
0 0 1 0 sin 𝛽𝛽 cos 𝛽𝛽
cos 𝛾𝛾 0 −sin 𝛾𝛾
0 1 0
Meriam, Kraige, Bolton, chap. 7 problems
sin 𝛾𝛾 0 cos 𝛾𝛾
𝑧𝑧1
𝑧𝑧2
0
3𝐑𝐑 =
𝑦𝑦0 𝛽𝛽
𝑦𝑦1
𝜃𝜃 Top Side
𝑥𝑥0 view view
𝑧𝑧3
𝑧𝑧2 𝜔𝜔
𝒛𝒛1
Example 4 shaft 𝑦𝑦3
0 𝑥𝑥3 𝑦𝑦2
 Find 3𝐑𝐑: clevis 𝑥𝑥2
disc
0 𝟎𝟎 1 2
3 𝐑𝐑 = 1𝐑𝐑 2𝐑𝐑 3𝐑𝐑 𝛽𝛽
cos 𝜃𝜃 −sin 𝜃𝜃 0 1 0 0
0
3𝐑𝐑 = sin 𝜃𝜃 cos 𝜃𝜃 0 0 cos 𝛽𝛽 − sin 𝛽𝛽 Ω
𝒚𝒚1
0 0 1 0 sin 𝛽𝛽 cos 𝛽𝛽 𝒙𝒙1
cos 𝛾𝛾 0 −sin 𝛾𝛾
0 1 0 Meriam, Kraige, Bolton, chap. 7 problems
sin 𝛾𝛾 0 cos 𝛾𝛾

0
3𝐑𝐑 =

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