Blender model won't rotate around axis correctly

I created an object in Blender, it been trying to import it into Unity. However, when I try to rotate parts of it, it wants to rotate around a different axis than I want.

First I attempted to use Blender’s 3D cursor to set the Origin. That didn’t work, as I then read that Unity ignores that.

I then created Emptys where I want to rotate around. Rotating in Blended causes the children to rotate correctly around the correct axis. In Unity, the Emptys show up, but rotating them still causes the children to rotate on the overall meta center, and not the center of the Empty.

Any ideas what I’m missing? Thanks

Edit: Wait, I think I found it. By changing from Center to Pivot changed where it rotated from. Now I just have to figure out how to access that programmaticly from the script.

The pivot point of the model should be the origin point in Blender, no?

Personally, if I wanted things to rotate together, I’d parent them in Blender and export the whole set together. Then you can access the individual parts still, or rotate it as a whole.

What wccrawford said: I always put a single empty Blender object at (0,0,0) and then parent other objects around that so you can nail down the origin and rotation point.

ALSO: make sure Unity isn’t importing and creating a blank animation because that can make your object not properly rotation/move.

Kurt

They are parented together. The problem I was having was it was rotating around the total objects center instead of the empty’s center. But then I realized I could change that in Unity from Center to Pivot.

Thanks!