   How do you use .ase and transformation matrix?
  Hi there,I''m trying to figure out .ase files and transformation. I''ve figured out how to load models and light them properly using the normals listed in the .ase file and the Transformation Matrix for each node - TM_ROW0 1 2 3 etc.My problem begins with the TM and how it relates to local coordinates...This might also be my unfamiliarity with 3ds max.When ever I create an bone or an object the initial TM is not the identity matrix:*TM_ROW0 0.00000.00001.0000*TM_ROW1 -1.0000-0.00000.0000*TM_ROW2 0.0000-1.00000.0000*TM_ROW3 0.00000.00000.0000I would have expected that the first node''s TM would be an identity matrix.Since it isn''t, how else would you use this matrix to find out the coordinate space for the current set of vertices? Or is this a 3ds max setting I need to apply before I export to .ase.***The next part confuses me even more.*TM_POS 0.00000.00000.0000*TM_ROTAXIS -0.57740.5774-0.5774*TM_ROTANGLE 2.0944The current transformation matrix is located at (0,0,0), but I''m not sure why would the rot axis be at such a weird axis? And a rotation of 2.0944 rads (120 degrees)? I would have expected the rotational axis to be something like (1,0,0) and a rotational angle of 0, as I don''t believe I''ve made any changes to the first node to cause this result.If anyone has insight on these parts of the ase file for use in bone animation, I''d really appreciate it.TIA,b. 