Bones imported from 3ds max are not pivoting correctly

The bones will rotate around than their center rather than their corner. They work correctly in 3ds max but when moved over to unity it doesn’t work. I’ve tried to search this problem up but haven’t found anything so I came here to ask. Is there some official method to this that I’m missing?

Some extra info: I’m exporting it from 3ds max as a FBX file.

In case others search for a similar issue, I found my solution in this thread:
http://forum.unity3d.com/threads/149994-3ds-Max-FBX-import-submesh-pivot-points-moved

Turns out that I need to switch rotation from center to pivot. The Import actually worked perfectly.