Thanks again for the comments. Please don't rush to reply, especially during what sounds like a great week planned. For my part, I've taken a few days to do some exploring, so here will try to add my own resulting observations and ideas, rather than just ask more questions.
1) Regarding the issue of finding the "right" pairing of H and F to model a weapon, given many available possible pairs:
First, I wanted to confirm for myself that it's indeed possible to have multiple pairs of H and F; that is, that there are multiple of sets of H, F, Hmass, and Fmass that model a given weapon without changing the fixed M, G, and k. The result: No problem.
For example, a weapon modeled with H 0.4m, F 0.6m, Hmass 0.5kg, and Fmass 0.5kg will have the same M (1kg), G (0.5m), and k (0.1) as a weapon modeled with H 0.45m, F 0.7m, Hmass 0.8kg, and Fmass 0.2kg. (Numbers are for model purposes; they may not represent any meaningful weapon!)
Your work at
http://www.myarmoury.com/talk/viewtopic.php?t=14063 , using right triangles with the right angle "hung" on the point O in your graph, really makes this clear. Rotate the triangle a bit, and it's easy to see how H and F change without changing k; all that's needed is a little mathwork to reapportion mass between Hmass and Fmass, and M and G remain unsullied. Very nice!
So, for a given weapon, which of many sets of H, F, Hmass, and Fmass are "right"? I would think the answer is "all". That is, looking at my odd model weapon above, if Fmass can be taken to represent impact mass, then 0.5kg is the right impact mass when looking at the point F=0.6m, and 0.2kg is right when looking at a point further toward the tip, F=0.7m. At least, that
sounds reasonable...
You mention more work along those lines, deriving a better "theoretical" H and F for modeling weapon feel. Would be great to see that whenever it's ready.
In the meantime, here's a thought: As I mentioned, I like the idea that properties like dynamic length can also be derived from the above values, but it's unfortunate that the properties will change with the arbitrary H and F chosen to measure; it makes dynamic length, "feeling of length", etc. seem more like guesses than objective properties.
But then again, maybe not. For swords, you've set H at the cross guard for simplicity, but it's also worth noting that this also coincides with the position of (the top of) the hand. Perhaps dynamic length, etc.
should vary with the point where the weapon is gripped! If so, then the fact that dynamic length, etc. vary with the "arbitrary" selection of H (based on point of grip) is actually a feature, not a bug?
Just an idea…
2) Notes on k
Vincent Le Chevalier wrote:You cannot directly measure it. You have to deduce it from dynamic length, Hmass and Fmass if you're interested in that specific quantity. Here is the formula:
k = l * sqrt( (Fmass * Hmass) / (Fmass + Hmass)²)
where l is the dynamic length. Hopefully I got it right I just made the calculation

At first glance I thought that's not right… but doing the calculations, it is. As I see it, there are three ways to get k:
k = l * sqrt( (Fmass * Hmass) / (Fmass + Hmass)²)
k = sqrt(HG * GF)
k = sqrt (MOI/Mass) if MOI is known (as with a rod).
3) Models
I think it's obvious that only a single rod, or only a single point, isn't enough to model swords, etc. As models that do work, you've suggested the following:
a) A single rod plus a single-point mass, per
http://www.myarmoury.com/talk/viewtopic.php?t=15288
b) A two-mass model, per this thread
Just curious, when and if you have time: Have you abandoned a) in favor of b) as the better model? Or do you see them as equally valid models?
As far as I can tell, they both seem good models. In terms of actually visualizing things, though, the two-mass model b) can be a little difficult. For example, to model a staff, you have to find k based on length (easy enough) but then place two equal masses on opposite sides of G, each located the distance k away from G. Which may be perfect as a model, but it's hard to "see" the actual staff in there.
I wonder, too, if the rod + single-mass model a) has a shortcoming. It's perhaps able to model any weapon with a k equal to or lower to that of a rod – but wouldn't it be unable to model a weapon with k greater than that of a rod? (Example: Very tip-heavy weapon, counterbalanced by heavy pommel. Extreme example: barbell.) Maybe that's of zero practical concern for real weapons; just pointing it out.
Perhaps a model c) using a rod + two masses would be nice in a couple of ways: it could model any weapon as well as the two-mass model (including oddball barbell weapons : ), but would also make for easy visualization. Start with a thin rod the actual length of the weapon, and add two point masses
here and
here to model inertia, balance, etc… Ambitious modelers could even add a third or greater point mass to model tweaks (like adding more pommel mass) in a more direct manner than sliding the existing two virtual masses around…
Well, I'm just musing to myself here. That's a toy for elsewhere. Let me wrap up by saying that two-point model, as well as your related works, have all been great for better understanding this area of interest, and I intend to keep playing with it all. Thanks!