In fact, all matrices and transformations should be "local" to object in the exported file... the world transformations are computed later, in the engine (whatever the engine) who multiply naturally the local matrix with parent matrix (except for root objects).
Aug 25 2015
That make sens to me yes... and the "inverse parent" matrix has, to me, nothing to do in the transformations informations... ( I was forced to adapt my importer to properly compute this strange matrice by multiplying it by the local matrix ).
Aug 9 2015
@Gaia Clary (gaiaclary) Note that Matrix animation export works only for bones. I don't know if it's a feature or a bug, but whatever you select in the export options, the animations for non-bones objects are exported in TransRotLoc way.
Aug 6 2015
i looked to blender's source code and strangely i don't see where is the problem (from what i understand of blender source code) since the exporter just puts the BezTriple.vec content in the DAE file... so, i can see only two possible mistakes: blender keep animation curves in world space (which seem strange to me) or the wrong fcurve is selected for exportation... Unfortunatly the Blender's architecture is relatively opaque to me...