Glossary · Physics simulation

Inertia

Also called moment of inertia, inertia tensor, rotational inertia

How hard it is to change an object's motion. For rotation, the moment of inertia depends on how far the mass is from the axis.

For straight-line motion, inertia is just mass: a heavier object needs more force for the same acceleration. For rotation it’s the moment of inertia II, which depends on where the mass is:

I=∑imi ri2I = \sum_i m_i\, r_i^2

where rir_i is each bit of mass’s distance from the rotation axis. Mass far from the axis counts much more, because of the square. A figure skater spins faster by pulling in their arms: same mass, smaller II.

Newton’s second law for rotation links it to torque:

τ=I α\tau = I\,\alpha

Some shapes

shape (mass mm)axisII
rod of length LLthrough its centre, across the rod112mL2\tfrac{1}{12} m L^2
rod of length LLthrough one end13mL2\tfrac{1}{3} m L^2
solid sphere, radius RRthrough its centre25mR2\tfrac{2}{5} m R^2

A leg swinging from the hip is closer to the rod about one end: four times harder to swing than the same rod turned about its middle.

The inertia tensor

In 3D a body can turn about any axis, and its inertia is a 3 × 3 matrix, the inertia tensor. Simulators usually store it as three principal moments along the body’s natural axes, plus a rotation.

Why it matters in a fighter

Body segments’ inertia decides how fast a limb can swing and how the body reacts when struck. Getting it right is part of why a simulated motion looks human. A kick with the wrong leg inertia would look too fast or too sluggish.

In this project

Segment inertias come from the de Leva (1996) tables (see anthropometry). The simple body copies them from the muscular body, so the two have the same overall mass distribution.

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