Quaternion direction reversed in maxscript?

Has anyone else noticed that the quaternion direction seems backwards in maxscript? In a right-handed coordinate system (like both Max and Maya), your positive rotations should go clockwise when facing in the same direction of the rotation (in this case [1,0,0] = x axis direction). However, when this quaternion is converted to a matrix, it is converted as a rotation in the opposite direction (notice the difference in the matrices between Maya and Max in the image) Am I crazy?