how to use transform data in the JOINT nodes

Does anyone know how the transform data in the JOINT nodes is ment to be used for skinned animation?

For instance, this is the data in my test file:


      <node id="bottom" name="bottom" sid="bone1" type="JOINT">
        <translate sid="translate">0.039981 -0.079962 0</translate>
        <rotate sid="jointOrientZ">0 0 1 90.9094</rotate>
        <rotate sid="jointOrientY">0 1 0 0</rotate>
        <rotate sid="jointOrientX">1 0 0 180</rotate>
        <rotate sid="rotateZ">0 0 1 -0.239184</rotate>
        <rotate sid="rotateY">0 1 0 37.9043</rotate>
        <rotate sid="rotateX">1 0 0 -0.668598</rotate>
...
        </node>

Now, I see there is a channel with target=“bottom/rotateX.ANGLE”, so I assume there is some kind of releation. Maybe I’m ment to add -0.668598 to the values in that channel??
What about the “jointOrient” rotations, what does one do with those?
I read throw the documentation, but it isn’t mentioned anywhere.

“bottom/rotateX.ANGLE” refers to the ANGLE component of the rotation with the sid ‘rotateY’ in the node sid=“bottom”. It is documented page 3-3 of the specification.

Animation value replaces the value targeted.

Thanks for your answer remi, that is improtant piece of info