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This question was closed Oct 26, 2018 at 02:50 AM by Moaty5 for the following reason:

Question is off-topic or not relevant

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Question by Moaty5 · Sep 15, 2017 at 12:48 AM · physicsrigidbodyalgorithminertia

manually calculating Moment of Inertia

Hi,

I know that the rigidbody component calculates the inertia tensor automatically from the colliders attached on the object, but I am trying to find an algorithm that does that as well for some other purposes. so far I was able to write an algorithm that works with some shapes but not all shapes (specifically spherical shapes because of the integration over volume is different, it still thinks its a cubic shape) so I was wondering if someone could help.

Thanks in advance.

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Answer by Bunny83 · Sep 15, 2017 at 01:24 AM

I haven't done it myself yet, but I read a lot on that topic a few years ago. You can get the moment of inertia for a lot common shapes from this wikipedia page.

To combine them you would use the parallel axis theorem as mentioned on this SO post

I think this paper covers most of the math you need

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avatar image Moaty5 · Sep 15, 2017 at 01:18 PM 0
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first thanks for commenting ! the math needed is not the problem, the problem is using the system to calculate the inertia tensor of an object that has a mesh collider which could take any shape and form, there fails my current system where unity's rigidbody doesn't. so I am just wanting to calculate for mesh colliders not pre-known shapes.

Thanks again !

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