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docs(ugc): LU Toolbox models stand up as the client reads them
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -402,10 +402,11 @@ see Hidden faces): 0 to 49% more triangles after. The baked colors are close: th
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most detailed level is within about 10% of the native one (the Toolbox's slightly darker).
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LU Toolbox's `.nif` (as niftools writes it) has the root `SceneNode_Collection.001` turned 90 degrees about X, the
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`NiLODNode`s turned back and each shape turned again (Blender's Z up); the UGC server's own models have no turns. Read
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as `NifFile` reads nodes (every node's transform applied), the model lies on its side, so its icon and the dashboard's
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views show it lying. LU Toolbox models shipped as game assets elsewhere have the same turns, so the client may ignore
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the root's own transform; not checked in the client yet.
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`NiLODNode`s turned back and each shape turned again (Blender's Z up); the UGC server's own models have no turns. The
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client never sees the root's turn: its render component puts the object's own position and rotation on the root node
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it loads, over the stored ones (its scale stays). `NifFile` does the same (a root's rotation and translation are left
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out), so the `NiLODNode`'s and the shapes' turns cancel and the model stands up in its icon and the dashboard's views.
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The game's own `.nif`s all have roots that aren't turned or moved, so they read as before.
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### Metal and glow (on by default, not how live looked)
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