It's hard to tell what exactly the problem is in
your first computations, since it's possible that you define
things with some different convention than I am used to. But as
far as I can tell you are doing things with normal conventions. So
I'll try to explain what the right way is as I understand it, and
maybe you can get that to work with your system.
the relation I know of is that Rdot = -omega*R (not Rdot =
omega*R). This is for an R, which is the rotation matrix from some
frame 1 to frame 2. So a vector in frame 1 would be rotated to
frame 2 like this: V2 = R*V1
The rotation matrix is
defined by a series of Euler rotation angles. This link shows the
way I'm used to defining
5-7) Some of the signs there differ from your Euler
that may be part of the problem.
For example, where R1 is
first computed, the signs on the sine entries are backwards. Your
R1 would be the rotation from frame 2 to frame 1 (since it's the
transpose of the "normal" way). A handy way of checking
your rotation matrices is to say "I want to rotate the frame
1 y-axis by 90 degrees" and then the result should lie along
one of the axes of frame 2, which is easy to check with just 1's
and 0's in your R1. Check this for each of the axes, and you
should be good. If it doesn't do like you expect, something is
probably wrong in the rotation matrix.
x1,y1,z1 for the frame 1 axes and x2,y2,z2 for the frame 2 axes.
So looking at the figure above your R1 equation, if you start with
the y1 axis and rotate an attitude of 90 deg, the new y2 is along
the old -x1 and the new x2 is along the y1. So with that
arrangement, a vector in frame 1 that lies along the y1 axis
should be the same a vector in frame 2 along the x2 axis (same
sign). But if you multiply that out using 90 deg in your R1, you
get the following:
[0 -1 0
1 0 0
So for V2 = R1*V1, if V1 is a unit vector on the
y-axis like I was testing above [0 1 0]', then you'll get X2 = [-1
0 0]'. Which is wrong. As I described above a 90 deg rotation of
y1 should give you +x1 (not -x1). It's possible that somehow you
are doing things with some different sign convention or something,
but I don't think you are based on how you are using things. You
do seem to use R1 to go from frame 1 to frame 2 like I would think
and you use right-hand axes and rotations, so that all seems
The other part is omega then, which is
the skew-symmetric form of the rotation rates.
x,y,z axes, the rate of rotation about those axes is wx, wy, and
wz. And the skew-symmetric matrix is
[0 -wz wy
-wy wx 0]
Using those definitions, Rdot =
-omega*R should be true.
Hope that helps some
and isn't too confusing. If you haven't been there, check out the
gamedev.net math and physics forums - they're good about helping
with these kinds of things.