I have to animate a door but its pivot point is too offset (FBX model from sketchup)

Hello.
Me and my friend are doing a school project for our final exam and we wanted to do a virtual tour of our school.
I made the building model and most fixed objects (like lights,radiators,air vents)with sketchup, I’ve exported the skp model into a fbx one. There is one problem thought, and it’s pretty big, the doors that we need to animate have a strangely offset pivot point.

These are the axis that I have put on the door component in sketchup(Right on the hinge).
Now I can only use the center of the door component in unity to move it around and animate it but I would like to know if there is a solution to this so the only thing I have to do while animating the door is to rotate it instead of rotating it around its center and then moving the component back into the right position.
I’ve tried to export the school’s model in a dae file and the pivot is in the perfect spot but it lags so much I literally cannot work on it.
I’ve tried a combination of the two… Exporting the overall structure and static objects into an fbx file and all the doors in a dae file thinking that all that I had to do was to align them in place and use the dae’s pivot but the fact is that the two types of exported models are kind of different proportions or something like that… If align the doors on one side of the building on the other will be offset from the doorway.
I hope I was as understandable as possible, maybe it’s just a box that I forgot to tick somewhere I don’t know.

You can create a new empty game object and position it anywhere in space and parented under any other object or the parent of any other object(s). You would want to place this object where you want the pivot point for the door and then put the door under it. Then animate the empty game object (now the parent) of the door object.