When a collision is extracted that uses a bhkRigidBodyT instead of a bhkRigidBody, the NIF created for the collision should be offset by the bhkRigidBodyT translation values * 70.0.
Example: meshes\architecture\windhelm\whclanshattershield.nif
0 BSFadeNode (X 0.0000 Y 0.0000 Z 0.0000)
6 bhkCollisionObject
7 bhkRigidBodyT (X 1.4016 Y -1.5439 Z -8.8339)
The collision NIF generated should be offset by X 98.112 Y -108.073 Z -618.373 in some fashion. When importing it into 3ds Max, etc, it is floating off-centered above the original visible mesh.
Related: #57, #58
Then during ChunkMerge, the changes should be negated so that the transforms don't double.