It goes something like this:
If an object is, say a box, that is just supposed to to sit there, wherever you placed it, pyPRP applies object translation and transformations at time of export, fitting its geometry into world coordinates.
If the object needs to bounce around, however, or as in cases like this and with ladders; simply know which directions are up and back, we need to keep the object's coordinate system (so that it can be used for moving the object around, through animation or physics and read by the engine, to seat you in the right direction) -- we tell pyPRP to do this by ticking the "Actor" button. In this case transformations are NOT applied automatically when exporting - doing so would result in loss of needed information, which is exactly what happened to you first, when you didn't know about the "actor" button. Now, with the included coodinate interface, Plasma will fit the object into place, in the world.
Now, from what I understand (having half-read some animation-related discussions), Plasma SHOULD not only translate and rotate, but also scale coordinate interface-owning objects, according to their transformation matrices, but apparently there is some sort of issue with scale filtering down through object child levels, so in your case, do you perhaps have the bench object as child to another object, which is the one that has received your scaling? This is something I myself like to do, so it doesn't seem unlikely to me that others too collect related stuff under a parent, whether "real" object or an empty.
One might for example have something like:
- Code: Select all
Bench (The actual object)
|
+-Clicking "button" for seating to the left of the bench
|
+-Same for centre
|
+-Same for right end
|
+-Click region
Here, if I'm not misunderstanding completely, if I scale the bench, I will see the children (buttons and region) scale accordingly in Blender, but in the exported .prp, they MAY not have inherited that particular transformation from the Bench object - only have their own. Note that I'm guessing here - I do know from testing, that hierarchical animation works with translation and rotation, at least - I just heard that with scale, inheritance can go screwy.
Hope I'm not just spreading falsehoods here.. :P