Matrices of a skeleton

I all,

I’m trying to load a skeleton, but I have some probleme with the matrix.

My test model is a box, with 3 bones :

Length = Width = 10
Height = 20

I exported this with ColladaMax and my matrices are:


<bind_shape_matrix>
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
</bind_shape_matrix>


<float_array id="Box01-mesh-skin-bind_poses-array" count="48">
0          0          1          0
-1         -0.000002  0          0
0.000002  -1          0          0
0          0          0          1

0.000000   0.000000   1          -10
-1         -0.000002  0.000000   -0.000008
0.000002   -1         0.000000   -0.000002
0          0          0          1

0.000000   0.000000   1          -20
-1         -0.000002  0.000000   -0.000006
0.000002   -1         0.000000   -0.000000
0          0          0          1
</float_array>


<node id="Bone01-node" name="Bone01" sid="Bone1" type="JOINT">
    <translate>0 0 0</translate> 
    <rotate>0.577351 -0.577349 0.577351 -240</rotate> 
    <node id="Bone02-node" name="Bone02" sid="Bone2" type="JOINT">
        <translate>10 0.000004 0.000001</translate> 
        <node id="Bone03-node" name="Bone03" sid="Bone3" type="JOINT">
            <translate>10 -0.000002 -0.000002</translate> 
        </node>
    </node>
</node>

To load the node matrice I do:
TranslationMatrix * RotationMatrix

To load a binding pose matrix I do:
InvBindMatrix = Matrix.Transpose()
(Transpose because I’m in a row matrix, like Direct3D)

I did not modify the bone position/rotation since the binding. So I presume that :
Bone2Matrix * MBone1Matrix = Bone2.InvBindMatrix.Inverse() = the absolute Bone2 matrix transform

In my code, Bone2.InvBindMatrix is


 0 -0  1 -0
-1  0 -0  0
-0 -1  0 -0
-0  0  10 1


-0 -0  1  0
-1  0 -0  0
-1 -1 -0  0
-0 -0  10 1

Can someoune tell me where I’m wrong ? Loading a quaternion ou a matrix ? My multiplication order ?

Thank you very much