For the case of translation, it is very simple to use Euler's method (among other methods that are far more efficient) to interpolate between positions with increments for time dt while applying forces, torques, and everything. You can keep track of Energies and momenta, integrate things, use numerical methods, and whatnot. Everything is "simple".
I am trying to model the flapping of birds with 3 degrees of rotational freedom. As it turns out, rotation is non-commutative. So, it isn't really that simple. Using simple shifts in coordinates to Euler angles and treating them like x,y, and z doesn't really work (or maybe I just haven't figured out how to make it work without running into huge errors).
SLERP smoothing is what I came across which uses quaternions to more conveniently do such math with rotating rigid bodies.
The way I can just take Work to be the integral of F dot dx for all coordinates x,y, and z; how do I use quaternions to do such integrals?
https://eaglepubs.erau.edu/introductiontoaerospaceflightvehicles/chapter/finite-wing-characteristics/ How, for instance, do integrals work when rotations are represented as quaternions?
Say I rotate from a state (r1,p1,y1) to (r2,p2,y2). What would the lift force (or any quantity that I should calculate as a function of time, dx, dy, dz, r, theta, or any other quantity) be for a certain time interval? Or something like that - any integral.
From what I understood, for rotations, you don't add a difference vector; instead, you multiply ("apply") a rotational transformation. How do differential and integral calculus work, then? How do I solve differential equations? How do I convert from one frame to another while the motion is in one frame, but I only have equations of properties in the other?