This chapter splits a vector into the part along the axis and the part in the orthogonal plane, rotates only the plane component and then reconstructs the full vector. It develops the cross product matrix, derives Rodrigues algorithm and expands the resulting transformation into the standard rotation matrix.
A rotation around an axis keeps one component fixed and rotates the orthogonal component inside a plane. This chapter builds that structure step by step.
The chapter treats 3D rotation as a composition of projection, coordinate change, 2D rotation and reconstruction.
Because a rotation around k̂ does not act the same way on every part of a vector. The component along k̂ stays fixed, while the component in the plane orthogonal to k̂ is the part that actually rotates.
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One term keeps the component along the axis, one term rotates the orthogonal component without changing its length and one skew-symmetric term gives the quarter-turn direction inside the orthogonal plane. The formula is compact, but each term comes from a separate geometric action.