differences in maya and max exporting bone nodes

The max exporter gives a single matrix for each joint.

The maya exporter seems to give up to 8 transforms for each joint.
<node id=“Toe_Inner_B_L” name=“Toe_Inner_B_L” type=“JOINT”>
<translate sid=“translate”>1.814573 0 0.000000</translate>
<rotate sid=“jointOrientZ”>0 0 1 -0.485745</rotate>
<rotate sid=“jointOrientY”>0 1 0 0.084206</rotate>
<rotate sid=“jointOrientX”>1 0 0 75.039780</rotate>
<rotate sid=“rotateZ”>0 0 1 23.053162</rotate>
<rotate sid=“rotateY”>0 1 0 3.529387</rotate>
<rotate sid=“rotateX”>1 0 0 -0.146948</rotate>
<rotate sid=“rotateAxisX”>1 0 0 114.794746</rotate>

I’m finding this very confusing as to how they are all supposed to be combined and in what order.
It very much reminds me of when I was writing a maya exporter myself :slight_smile:
Can someone help?

The transformations are accumulated in the order the appear and define the local coordinate system for their parent node.