Michael, when you first demonstrate the relationship between the transformation types and the object transformation properties, you suggest that a negative scale leads to inverted normals.
I was surprised but also excited by this, since I’m eagerly waiting to learn how to make inside-out shapes for making interior spaces quickly.
But when I tested it, it wasn’t true. I scale the default cube negative, then tested rendering and turn on face normals under Mesh Display, and everything appeared “right” for a non-inverted object.