diff --git a/docs/UgcServer.md b/docs/UgcServer.md index 26ff80805..20e4954a1 100644 --- a/docs/UgcServer.md +++ b/docs/UgcServer.md @@ -402,10 +402,11 @@ see Hidden faces): 0 to 49% more triangles after. The baked colors are close: th most detailed level is within about 10% of the native one (the Toolbox's slightly darker). LU Toolbox's `.nif` (as niftools writes it) has the root `SceneNode_Collection.001` turned 90 degrees about X, the -`NiLODNode`s turned back and each shape turned again (Blender's Z up); the UGC server's own models have no turns. Read -as `NifFile` reads nodes (every node's transform applied), the model lies on its side, so its icon and the dashboard's -views show it lying. LU Toolbox models shipped as game assets elsewhere have the same turns, so the client may ignore -the root's own transform; not checked in the client yet. +`NiLODNode`s turned back and each shape turned again (Blender's Z up); the UGC server's own models have no turns. The +client never sees the root's turn: its render component puts the object's own position and rotation on the root node +it loads, over the stored ones (its scale stays). `NifFile` does the same (a root's rotation and translation are left +out), so the `NiLODNode`'s and the shapes' turns cancel and the model stands up in its icon and the dashboard's views. +The game's own `.nif`s all have roots that aren't turned or moved, so they read as before. ### Metal and glow (on by default, not how live looked)