Model cloning positioning issues (complex)

OK this is complex.
(1.) I am loading a model
(2.) I am cloning it
(3.) I am having an NPC “clone it at a location” as it moves around the map
(4.) when I console log the xz of the NPC and the xz of the model it is the same
(5.) but when I am looking at the map, it almost looks like the position of the model is “mirrored” onto the other side of the z-axis

How is this “flip” happening?
How could I get the same xz in the console, but a different visual result?

The code is really complex, so I’m just looking for trouble shooting help.

The white thing is the NPC; it is pooping out red cubes (right side); the red rectangles are the model (of a house) (left side).

Below, I posted my model load code and the function that makes the clones. I recall having a similar “offset” problem when I loaded another model and like set its x to +50 in the meshtask function, but I deliberately load the model to 000 in this case, so I’m not sure what’s happening.

(*.) My fundamental question here is that if you set two things to be equivalent (the positions of two meshes), and they show up as equivalent in the console, how is it possible to get a different visual result?

//these are the houses for the spaceships to construct
meshTaskFive = assetsManager.addMeshTask(
  "skull task",
  "",
  //house ultra dep
  "https://cdn.glitch.com/fa1278b5-8df0-449a-8d6c-a861243e7365%2Fhouseultradep.glb?v=1621546768774",
  //house
  //"https://cdn.glitch.com/fa1278b5-8df0-449a-8d6c-a861243e7365%2Fhouseglbmerged.glb?v=1621542412713",
  //"https://cdn.glitch.com/fa1278b5-8df0-449a-8d6c-a861243e7365%2Fgevhousedepglb.glb?v=1621541462404",
  //spaceship
  //"https://cdn.glitch.com/6275d7c2-459a-4c97-a67e-c45c4e56e749%2Fshipglb%20_181430.glb?v=1621366003594",
  "skull.babylon"
);
meshTaskFive.onSuccess = function(task) {
  var myMaterial = new BABYLON.StandardMaterial("myMaterial", scene);
  myMaterial.diffuseColor = new BABYLON.Color3(.75, .75, .75);
  task.loadedMeshes[0]._children[1].scaling = new BABYLON.Vector3(500,500,500);
  task.loadedMeshes[0]._children[1].position = new BABYLON.Vector3(0,0,0);
  task.loadedMeshes[0]._children[1].material = myMaterial;
  // wireClone = task.loadedMeshes[0]._children[1].clone();
  // wireCloneMat = wireClone.material.clone();
  // wireCloneMat.diffuseColor = new BABYLON.Color3(1,1,1);
  // wireCloneMat.emmissiveColor = new BABYLON.Color3(1,1,1);
  // wireCloneMat.wireframe=true;
  // wireClone.material=wireCloneMat;
  // task.loadedMeshes[0]._children[0].dispose;
  //housePrint = task.loadedMeshes[0]._children[1];
  housePrint = task.loadedMeshes[0]._children[1].clone();
  housePrint.position = new BABYLON.Vector3(0,0,0);
  //console.log("houseprint");
  //console.log(housePrint);
};
    initiateLayoutBuild(){
      //housePrint.clone("clone house");
      
      var newHouse = housePrint.clone();
      newHouse.position.x = this.body.position.x;          
      newHouse.position.z = this.body.position.z;
      newHouse.position.y = 0;          
      lightTwo.excludedMeshes.push(newHouse);
        
      console.log("nhx");
      console.log(newHouse.position.x);
      console.log("g1x");
      console.log(this.body.position.x);
      console.log("nhz");
      console.log(newHouse.position.z);
      console.log("g1z");
      console.log(this.body.position.z);
      console.log("nhy");
      console.log(newHouse.position.y);
      console.log("g1y");
      console.log(this.body.position.y);
      

      
      //newHouse.material.alpha = .5;
      //console.log("new house");
      //console.log(newHouse);
        
    }

another shot of the same phenomenon, at least it is predictably wrong!

Look at the parenting of each mesh: maybe one of the parent has a different transformation for a mesh than for the other mesh.

my friend, you str8 up saved me, lol, this one was really driving me up the wall, haha

it had a weird parent, so I just told it to not have any parents and then all of the behavior was as expected

wowee!!