Moment of inertia (I) tells you how hard it is to speed up or slow down an object's spin, the same way ordinary mass tells you how hard it is to speed up or slow it down in a straight line. This calculator works out I for the seven most common textbook shapes, plus how I changes when the rotation axis is shifted off the center of mass.
How the Moment of Inertia Calculator works
Each shape's formula comes from integrating r² over every bit of mass in the object, where r is that bit's distance from the axis. A point mass concentrates everything at one distance, giving the simplest case, I = m r². Extended shapes — rods, disks, spheres, hoops — spread mass across a range of distances, so their formulas carry a fractional coefficient (1/12, 1/3, 1/2, 2/5, 2/3, or 1) that captures how that mass is distributed relative to r or L. These are standard rigid-body mechanics results for uniform-density objects about the axis named for each shape.
Inputs and what they mean
Mass (m) is the object's total mass in kilograms. The radius or length input (r or L) is the object's characteristic size — the radius for disks, spheres, hoops, cylinders, and a point mass's distance from the axis, or the full length for a rod. On the Parallel Axis tab, the axis offset (d) is the distance between the object's own center-of-mass axis and the new axis you actually want I about; a larger offset increases I by m d², regardless of the object's shape.
Limits and edge cases
These formulas assume uniform density and idealized shapes — a real flywheel with spokes, a non-uniform sphere, or a rod with end weights will have a different I than the simple textbook formula gives. The calculator also assumes SI units throughout (kilograms, meters, kg·m²); mixing unit systems will silently produce a wrong answer. For a torque-driven spin-up calculation once you have I, see the Torque Calculator and the relation τ = I α.