
I figure that Bepu does different mass/volume distribution calculations than Blender does, and since the centers of mass differ (since Blender just does an averaging of the verts, I think), the offsets I need differ, but I've been unable to find the offsets. I thought they were just dumped to entity.Position, but that's modified when I add the desired position of the entity, and the entity starts in the right place and has no LocalOffset (unless I specify one, but it doesn't work with or without). If it's relevant, the entities are kinematic and rotated using entity.AngularVelocity.
tl;dr What determines the point of rotation for a kinematic entity (assuming no LocalOffset)?