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Two minor model thing notes (#257)
* Add note regarding global vertex IDs in b3d weights * Add warning regarding buggy Blockbench versions
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content/for-creators/models/b3d-spec.md

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@@ -167,6 +167,13 @@ float weight ; how much the vertex is affected
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The `BONE` chunk describes a bone. Weights are applied to the mesh described in the enclosing `ANIM` -
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in 99% of cases, this will simply be the `MESH` contained in the root `NODE` chunk.
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{{< notice note >}}
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There may be multiple meshes containing multiple sets of vertices
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("mesh buffers" in Irrlicht parlance),
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yet there is only a single `vertex_id` for each weight.
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This ID is global and refers to the order vertices appear in the file (c.f. `CB3DMeshFileLoader.(cpp|h)` in Irrlicht).
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{{< /notice >}}
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### `KEYS`
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```

content/for-creators/models/using-blockbench.md

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@@ -76,6 +76,10 @@ While Blockbench uses an internal block size of 16, Luanti expects a different s
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### glTF
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{{< notice warning >}}
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Blockbench versions prior to 4.7.0 suffer from [a bug](https://github.com/JannisX11/blockbench/issues/1743) which flips texture coordinates along the Y axis when exporting glTF models. Using a recent Blockbench version is **strongly recommended**. (Alternatively you can also fix the UV coordinates in Blender, or flip the textures as a workaround.)
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{{< /notice >}}
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Luanti expects `gltf` files to use a node size of 10,
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which requires Blockbench to scale down its internal model by a factor of `1.6 = 16 / 10`.
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