Angular Momentum

Spin a platform up, then pull two hand-held masses in toward the axis and watch the spin rate jump — angular momentum stays fixed the whole time, so pulling the masses in tighter is the only thing driving the speed-up.

Still frame from the Angular Momentum simulation
Requires Launch

What you can adjust

Starting spin rate
0.2 – 2.5 rev/s

How fast the platform is spinning before the pull-in begins. This sets the total angular momentum (L = I*omega) once, right at the start — everything that follows is the system keeping THAT number fixed.

Mass in each hand
1 – 8 kg

Mass held in EACH hand. A bigger mass makes the 2*m*r^2 term — the masses' own share of the total rotational inertia — larger, so pulling the same distance in produces a bigger swing in spin rate.

Starting arm radius
0.5 – 1.1 m

How far out the masses start — arms fully outstretched from the spin axis.

Final arm radius
0.15 – 0.6 m

How far in the masses get pulled. Rotational inertia depends on radius SQUARED, so pulling this in to half the starting radius doesn't halve that part of the inertia — it quarters it, which is why the spin-up looks so dramatic.

Body + platform rotational inertia
0.5 – 5 kg*m^2

The rotational inertia of the person's own body and the platform itself, fixed for the whole run. Only the masses' own 2*m*r^2 contribution changes as the arms move.

Pull-in time
0.5 – 5 s

How long the pull-in takes (the pull back out afterward mirrors it exactly). This is pure pacing — L and I depend only on WHERE the masses are, never on how fast they got there — but a very short time makes the spin-up hard to watch.