HomePhysics & MechanicsCenter of Mass — Balancing a Multi-Mass Beam

Center of Mass — Balancing a Multi-Mass Beam

Place point masses anywhere along a rigid 3D beam and watch the simulator compute the true center of mass, then release the beam on a movable pivot and see real rotational dynamics — torque, moment of inertia and angular acceleration — carry it to equilibrium or send it tumbling.

Physics & Mechanics3DModerate60 FPS📱 Mobile-adapted⇄ 2D version
mechanics-physics ↗ Open standalone

Statics starts with one deceptively simple question: where is the center of mass of a body made of several parts? This simulator makes that question concrete — attach point masses anywhere along a rigid 3D beam, drag them to new positions or masses, and watch the center of mass x̄ = Σmᵢxᵢ / Σmᵢ recompute live. Then move a pivot support under the beam and release it: real rotational dynamics take over, computing the moment of inertia about the pivot and the net gravitational torque every frame, and integrating angular acceleration α = τ/I forward in time. Line the pivot up exactly under the computed center of mass and the beam settles into equilibrium; miss it, even slightly, and the beam swings and tumbles — a live demonstration of why the center of mass is the one point where a composite rigid body can always be balanced.

⚙ Under the hood

Place point masses anywhere along a rigid 3D beam and watch the true center of mass compute live, then release the beam on a movable pivot to see real rotational dynamics — torque, moment of inertia and angular acceleration — carry it to equilibrium or send it tumbling.

mechanicscenter-of-masstorquerotational-dynamicsstaticsmoment-of-inertia

3D · Three.js / WebGL renderer · 60 FPS target · runs fully client-side, no install

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