docs(ugc): LU Toolbox models stand up as the client reads them

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 17:54:07 -05:00
parent c01824e74d
commit 1bdb4258a0

View File

@@ -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)