>>2884561I note that the arrow on the +カメラtest bone is indeed pointing in the opposite direction of the カメラ bone. But this is (apparently) unrelated to the transformation matrix.
Quick and unnecessary explanation, no help to people asking for liquid particle effects. All a camera does is define the view space transformation, which places a pixel at the same place as the camera at 0,0,0 and a pixel in front of the camera at like 0,0,1 or 0,0,-1. If the camera moves to the right, as represented by a bone, then the view matrix for the camera should change to move objects to the left. If the camera rotates right (clockwise from above), the view matrix should rotate objects left.
If anyone reading this thinks it's confusing, I agree. This is why we copy useful math whenever possible.
(Animation: showing weird changes in viewing angle that confused me for the last 45 minutes, serving basically as an advertisement of a cool effect that almost no ever uses)