I suck at Physics
and I am trying to understand how to calculate the following as well as understanding what formula I should be using and would greatly appreciate some help.
If I have a sphere of mass 15 with a radius of 0.5 and want to give it an AngularVelocity.Y of 3 (which would be Rad/S) … how much torque do I need to apply to this object?
float Torque = ?;
myRigidBody.AddTorque(myTransform.up * Torque, ForceMode.Impulse);
Not to be to generic but it looks like this might be useful for you:
http://bftgu.solarbotics.net/tutorials_mech_torque.html
I have a folder full of physics resources and formulas. Wikibooks is also a very good one to check out.
I did go through tons of physics stuff but I simply cannot get to the correct answer using any formula (thus far) so something is eluding me and I am desperately trying to find out what…
Why not just set the angular velocity directly when you load the object?
Because according to the docs, “In most cases you should not modify it directly, as this can result in unrealistic behaviour.”
which although would not stop me from doing it
and more importantly, I want to understand the math / physics behind it.
No matter what formula I use, the numbers don’t add up so I am missing something and really want to know what.
I have a feeling that InertiaTensor might factor into this but I am still stumped…
Where are all the Physics “Pros” when you need them?
I know this is an ancient thread, but someone else might come along and want the answer, so…
Angular Velocity is not directly increased/decreased based on applied torque. Torque (power) is applied to the angular momentum which will cause acceleration.
Before you can increase the angular velocity accurately you will need to calculate the object’s moment of inertia (Mass * Radius^2).
Next, you’ll need to figure out the angular acceleration based on torque (for a given amount of applied force, how quickly is the velocity changing?)
Once you have all of that worked out, you can control the angular velocity by knowing how much torque to apply (based on an amount of time) to give you the resultant angular velocity you want.