Rotational Dynamics – Why Does Torque Point Perpendicular to the Direction of Motion?

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I have an intuition problem calculating torque using the cross product formula. As for example let the magnitude of the force be 50 lbs and length of the wrench be one foot and you are exerting force in a clockwise motion and the angle you apply the force 60 degrees. This is an example so I can ask my question. Using the right hand rule the torque points perpendicular to the force you are applying to the bolt. In this case since the sine of 60 degrees is about .86 it would be (.86)(50) foot lbs. How can the bolt turn clockwise if the force is concentrated perpendicular to where it needs to turn? The cross product formula demands the torque be perpendicular. Obviously my mistake but I don't see where.

Best Answer

To add to Steeven's answer and in particular his very pertinent statement:

You can't define a vector direction as something that turns around.

It may help you to understand that torque as a vector is actually cheating a little bit: it's a "simplification" that we can only get away with in two and three dimensions, which is why the "direction" seems a little abstract. The torque "vector" direction defines the axis of the motion that it tends to induce, and for the same reason that torque as a vector is a bit of a trick, even the notion of axis only works in two and three dimensions.

Torque is about rotation, and rotations primarily are about transformations that are confined to planes. For example, a rotation about the $z$-axis is a transformation that churns up the $x-y$ plane - it transforms the $x$ and $y$ co-ordinates of things - but leaves the $z$ co-ordinates unchanged.

When we do higher dimensional geometry, rotations change planes and leave more than one dimension invariant. In a four dimensional rotation, it's incomplete to speak of a rotation about an axis, because, for example, you can have a rotation that transforms the $x$ and $y$ co-ordinates of points invariant, but it leaves the $z$ and $w$ co-ordinate invariant.

So, in general, the easiest way to specify a rotation is by specifying the plane that it changes, rather than specifying the subspace that it leaves invariant.

It just so happens that in three dimensions, the subspace left invariant is a line or an "axis"- so the two approaches amount to the same thing. We can define a plane in three dimensions by specifying a vector normal to it, which is why we can get away with a torque or angular velocity as a vector. In general these quantities are directed planes, not lines with direction.