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Physics I course sequence · Interactive lesson

Motion in three dimensions

Position, velocity and acceleration in space carry three components. The calculus barely changes; the work is deciding when the third component can be dropped, and when dropping it destroys the physics.

UPI-03.06 · Lesson 6 of 8 in this unit. Position is not a completion score.
Starting model: Motion in three dimensionsOne turn of a helix of radius 0.20 m drawn with its axis z running across the figure. The turn advances 0.60 m along z, so the path covers 1.39 m of arc for a straight-line displacement of only 0.60 m, and its torsion is 1.94 per metre — zero only when the advance is zero and the turn closes back into its starting plane.t = 0t = Tz
Start with a picture. Change the model in the lab below.
1

Build the model

Three coordinates share one clock; the plane has to be earned.

The key idea

Three-dimensional kinematics describes a particle with one position vector of three time-dependent components, differentiated and integrated component by component in a fixed Cartesian basis.

Example. A drone at r(t) = (2.0 m s⁻¹)t î + (3.0 m) ĵ + (1.5 m s⁻²)t² k̂ has v = (2.0 m s⁻¹) î + (3.0 m s⁻²)t k̂, so its acceleration is a steady 3.0 m s⁻² along k̂.

The complete physical model and assumptions

Motion in space is one vector function of one variable: r(t) = x(t)î + y(t)ĵ + z(t)k̂. Because the Cartesian basis vectors never change, differentiation acts on the components one at a time, so v = dr/dt and a = dv/dt are three copies of one-dimensional kinematics tied together by a single clock. Nothing about the calculus is harder in three dimensions. The judgement is geometric: a path is two-dimensional only when every displacement from the start can be built from two fixed vectors. Constant acceleration guarantees that, and so does any central acceleration, which is why projectiles and orbits are planar problems. A velocity component along a magnetic field, crosswind drag, or a Coriolis term does not, and forcing those into a plane deletes real physics. Reduce when the geometry earns it, and choose the third axis along whatever stays fixed.

1One vector function, three component functions

A particle in space is located by r(t) = x(t) î + y(t) ĵ + z(t) k̂, measured from a chosen origin in a chosen frame. The three coordinate functions share a single parameter, t, and the points they trace form the trajectory — a curve in space. Displacement between two instants is the vector difference Δr = r₂ − r₁, and its magnitude is the straight-line separation, never larger than the distance travelled along the curve. Nothing in this description privileges an axis. Which coordinates happen to stay constant is a statement about the axes you picked, not about the motion.

2Differentiate component by component

In a fixed Cartesian frame, î, ĵ and k̂ have constant magnitude and constant direction, so their derivatives vanish and d/dt passes straight through to the coefficients: v = ẋ î + ẏ ĵ + ż k̂ and a = ẍ î + ÿ ĵ + z̈ k̂. Velocity is tangent to the path at every point, and speed is |v| = √(ẋ² + ẏ² + ż²) in m s⁻¹. This is the whole reason three-dimensional kinematics is three one-dimensional problems sharing one clock. The property belongs to the fixed basis alone: in cylindrical or spherical coordinates the unit vectors turn as the particle moves, and differentiating them produces the extra terms that carry the centripetal and Coriolis pieces.

3Going backwards costs six numbers

Given a(t), integrate componentwise: v(t) = v₀ + ∫a dt′ and r(t) = r₀ + ∫v dt′. Each integration introduces one constant per component, so a complete solution needs six scalars — three for r₀ and three for v₀. For constant a this collapses to r(t) = r₀ + v₀t + ½at², the same statement as in one dimension with vectors in place of signed numbers. Arc length is the one quantity that refuses to decompose: s = ∫|v| dt must be built from the magnitude, because √(ẋ² + ẏ² + ż²) is not the sum of the separate pieces.

4Constant acceleration is always a plane problem

Read r(t) − r₀ = v₀t + ½at² as a recipe: every displacement from the launch point is v₀ times a number plus a times a number. Two fixed vectors span a plane, so the whole trajectory lies in the plane through r₀ containing v₀ and a — at every t, for any launch angle. If v₀ × a = 0 the two are parallel and the path degenerates to a straight line. A ball thrown with v₀ = (3.0 î + 4.0 ĵ + 12.0 k̂) m s⁻¹ under a = −9.81 k̂ m s⁻² is therefore not a three-dimensional problem. Rotate the horizontal axes to put one along 3î + 4ĵ and the launch reads 5.0 m s⁻¹ horizontally with 12.0 m s⁻¹ vertically: ordinary projectile motion, rising 12.0²/(2 × 9.81) = 7.34 m and returning to launch height after 2 × 12.0/9.81 = 2.45 s.

5When the plane is not guaranteed

Two conditions cover most planar cases. Constant acceleration, as above. And central acceleration, with a always along the line to one fixed point: then d(r × v)/dt = v × v + r × a = 0, so r × v is fixed and r stays perpendicular to it. Orbits are planar for that reason, not by assumption. For a general path the exact test is zero torsion, (v × a)·(da/dt) = 0 at every instant where v × a ≠ 0; fail it and the trajectory leaves every plane. A charge moving partly along a uniform magnetic field is the standard failure: the perpendicular velocity circles while the parallel velocity is untouched, giving a helix. A proton in a 0.50 T field turns at ω = |q|B/m = 4.8 × 10⁷ rad s⁻¹, so v⊥ = 2.0 × 10⁶ m s⁻¹ and v∥ = 1.0 × 10⁶ m s⁻¹ give a radius v⊥/ω = 4.2 cm and a pitch 2πv∥/ω = 13 cm.

6Choose the axes to do the reducing

When a reduction exists, make it explicit rather than assumed. If the motion is planar, the plane normal is n̂ = (v₀ × a)/|v₀ × a| for constant acceleration, or the direction of r × v for a central force; align k̂ with n̂, put the origin on the plane, and the z equation becomes z = 0. If the motion is genuinely three-dimensional, look instead for a direction along which the equations decouple: put k̂ along B for the helix and z(t) = z₀ + v∥t separates completely from the circular x–y motion, leaving one 2D problem plus one trivial 1D problem. Dropping a dimension is a claim about geometry, so state the claim — the trajectory lies in the plane containing v₀ and a — rather than quietly deleting a coordinate.

2

Key equations

Read the units, assumptions and limits before substituting.

Vectors in a fixed basis

r = x î + y ĵ + z k̂ · v = ẋ î + ẏ ĵ + ż k̂

î, ĵ and k̂ never change, so space motion is three 1D problems on one clock.

a = ẍ î + ÿ ĵ + z̈ k̂ · m, m s⁻¹, m s⁻² · differentiation passes to the components

Speed and arc length

|v| = √(ẋ² + ẏ² + ż²) · s = ∫ |v| dt

Speed is the magnitude of the tangent vector; arc length accumulates it over time.

m s⁻¹ and m · path length s is never less than |Δr|

Integrating back

v(t) = v₀ + ∫a dt′ · r(t) = r₀ + ∫v dt′

Each component integrates on its own, and each carries its own initial value.

constant a: r(t) = r₀ + v₀t + ½at² · six scalar constants in all

Constant a spans a plane

r(t) − r₀ = v₀t + ½at²

The path lies in the plane through r₀ spanned by v₀ and a; a straight line if v₀ × a = 0.

m · every displacement is a combination of the fixed vectors v₀ and a

The planarity test

(v × a) · (da/dt) = 0

The triple product vanishes exactly when the plane of the curve stops turning.

m³ s⁻⁶ · zero torsion, required at every instant where v × a ≠ 0

The helix

r(t) = R cos ωt î + R sin ωt ĵ + v∥t k̂

Circling in x–y while advancing in z: the standard motion that no plane can hold.

m · pitch = 2π v∥ / ω · R and ω fix the circle, v∥ the steady drift
3

Interactive lab

Predict first. Explore the model. Compare the result.

Explore the model

0.20 m
0.1 to 0.3 m; steps of 0.01.
0.60 m
0 to 1 m; steps of 0.05.

Try this. Pull the advance down to zero: the coil closes onto the dashed starting plane and the torsion readout reaches zero. Give it any advance at all and no plane can hold the path.

Live results

ARC LENGTH PER TURN
1.39 m
|Δr| AFTER ONE TURN
0.60 m
TORSION τ
1.94 m⁻¹
CURVATURE κ
4.07 m⁻¹

Results follow this lesson’s model and assumptions. Displayed values are rounded.

Interactive Physics I modelOne turn of a helix of radius 0.20 m drawn with its axis z running across the figure. The turn advances 0.60 m along z, so the path covers 1.39 m of arc for a straight-line displacement of only 0.60 m, and its torsion is 1.94 per metre — zero only when the advance is zero and the turn closes back into its starting plane.t = 0t = Tz
One turn of a helix of radius 0.20 m drawn with its axis z running across the figure. The turn advances 0.60 m along z, so the path covers 1.39 m of arc for a straight-line displacement of only 0.60 m, and its torsion is 1.94 per metre — zero only when the advance is zero and the turn closes back into its starting plane.

Predict → change one variable → check

Plan a change before running it. Every other input stays at the saved baseline.

Saved baseline. Coil radius R: 0.20 m; Advance per turn: 0.60 m

Baseline 0.20; choose 0.1 to 0.3, in steps of 0.01.
4. Compared with the saved baseline, this result will…

This experiment is kept only while this page is open. It does not change saved course progress.

4

Catch the common trap

Three changing coordinates does not mean three-dimensional motion. Whether x, y and z all vary is a fact about your axes; whether the path fits in a plane is a fact about the path. The implication runs one way: a constant coordinate does prove the path is planar, but a planar path need not hand you one — the ball above has all three varying and never leaves a single plane. Test the motion, not the numbers: if every displacement from the start is built from two fixed vectors, rotated axes make the third coordinate zero.

5

Practice & worked examples

3 authored examples. Make an attempt, then reveal the reasoning one step at a time.

EasyExample 1

A drone's position, in metres with t in seconds and k̂ vertical, is r(t) = (9.0t) î + (12.0t) ĵ + (8.0t − 4.9t²) k̂. Find v(t) and a(t), and the speed at t = 2.0 s.

Sketch your answer or reasoning, then compare it with the authored solution. Your writing is not automatically graded or saved.

0 of 4 steps revealed.

MediumExample 2

Take the same drone flight. Show that it is a plane problem, find the unit normal of that plane, and give the two-dimensional launch it reduces to.

Sketch your answer or reasoning, then compare it with the authored solution. Your writing is not automatically graded or saved.

0 of 5 steps revealed.

HardExample 3

A charged particle follows r(t) = (0.25 m) cos ωt î + (0.25 m) sin ωt ĵ + (1.2 m s⁻¹)t k̂ with ω = 8.0 rad s⁻¹. Find its speed, the pitch, the arc length of one turn, and test whether any plane holds the path.

Sketch your answer or reasoning, then compare it with the authored solution. Your writing is not automatically graded or saved.

0 of 6 steps revealed.

6

Quick check

Select an answer and explain it before checking.

A ball is launched with v₀ = (6.0 î − 8.0 ĵ + 15.0 k̂) m s⁻¹, k̂ vertical and drag negligible, so a = −9.81 k̂ m s⁻². Which statement is correct?
7

Review & continue

Three-dimensional kinematics describes a particle with one position vector of three time-dependent components, differentiated and integrated component by component in a fixed Cartesian basis.

  • Explain the relationship without looking at the equation.
  • Check a sign, a unit and a model assumption in your working.
  • Return to the lab or worked example if a step is still unclear.

Extra challenging questions

Connect several ideas, explore supplied data, and compare your reasoning with a worked solution.