I'm writing an exporter for 3d studio max and i want to export skeletal animation. 3D studio max uses a coordinate system that has the X axis going from left to right, the Z Axis going from bottom to top and the Y axis going from front to back. Opengl uses a left handed coordinate system, whilst 3d max uses a right handed coordinate system. OpenGL's X axis goes from left to right, Y goes from bottom to top and Z goes from back to front. I want to convert a 3d studio max matrix to use it with OpenGL. Matrices hold transformation information. How can i accomplish this?