I have written an exporter for blender to use with my games, including hierarchical object data and animation curves. So far, I have only had a need to work with a subset of animation channels - either just translations or just a single rotation axis (eg., just rotation around X axis).
But now for a new game, I need to include all channels from LocRot keyframes - X,Y,Z location, and Euler rotations X, Y, and Z.
I searched around, but so far have been unable to find the answer to my question: In what order do I apply the channels to generate the transformation matrix? Do I apply translation first, then rotate around X, then rotate around Y, and finally rotate around Z?
Thanks very much!