transform and bones

Hy.
I’m beginning with skin animation.
The question is this:
i have for example this skeleton structure


<node name="joint2" sid="joint2" type="JOINT">
         <translate sid="translate">0 30 0</translate>
         <rotate sid="jointOrientZ">0 0 1 0</rotate>
         <rotate sid="jointOrientY">0 1 0 0</rotate>
         <rotate sid="jointOrientX">1 0 0 0</rotate>
         <node name="joint3" sid="joint3" type="JOINT">
           <translate sid="translate">0 30 0</translate>
           <rotate sid="jointOrientZ">0 0 1 0</rotate>
           <rotate sid="jointOrientY">0 1 0 0</rotate>
           <rotate sid="jointOrientX">1 0 0 0</rotate>
           <node name="joint4" sid="joint4" type="JOINT">
             <translate sid="translate">0 30 0</translate>
             <rotate sid="jointOrientZ">0 0 1 0</rotate>
             <rotate sid="jointOrientY">0 1 0 0</rotate>
             <rotate sid="jointOrientX">1 0 0 0</rotate>
             <node name="joint5" sid="joint5" type="JOINT">
               <translate sid="translate">0 30 0</translate>
               <rotate sid="jointOrientZ">0 0 1 0</rotate>
               <rotate sid="jointOrientY">0 1 0 0</rotate>
               <rotate sid="jointOrientX">1 0 0 0</rotate>
               <rotate sid="rotateZ">0 0 1 1.22906</rotate>
               <node name="joint6" sid="joint6" type="JOINT">
                 <translate sid="translate">0 30 0</translate>
                 <rotate sid="jointOrientZ">0 0 1 0</rotate>
                 <rotate sid="jointOrientY">0 1 0 0</rotate>
                 <rotate sid="jointOrientX">1 0 0 0</rotate>
                 <node name="joint7" sid="joint7" type="JOINT">
                   <translate sid="translate">0 30 0</translate>
                   <rotate sid="jointOrientZ">0 0 1 0</rotate>
                   <rotate sid="jointOrientY">0 1 0 0</rotate>
                   <rotate sid="jointOrientX">1 0 0 0</rotate>
                 </node>
               </node>
             </node>
           </node>
         </node>
       </node>
     </node>

What transform i must apply from a joint an another?
1)I have the bind shape matrix equals for all joints(is true?)
2)I have the inverse bind matrix
3)I have the transform matrix of the animation
4)I have the transform of the visual_scene (the code section of this post ad ex.
<translate sid=“translate”>0 30 0</translate>
<rotate sid=“jointOrientZ”>0 0 1 0</rotate>
<rotate sid=“jointOrientY”>0 1 0 0</rotate>
<rotate sid=“jointOrientX”>1 0 0 0</rotate>
<rotate sid=“rotateZ”>0 0 1 1.22906</rotate> )

I must apply all these matrix transforms?or only some?
THanks.

All of the transforms. The animation channel replaces values that it targets.

What does that exactly means ???

Would the Local Matrix for a joint become that Matrix which you get from the Channel’s targeted Values?