I have various models to export from Maya FBX to Unity. Most of them are complex, consisting of many parts. I gather I should center pivot, triangulate, combine meshes, delete history and freeze transforms. But what of parts of an object such as a house. I want to group all objects in a house by material (wood, metal etc,.) so I can later easily tag them for bullet damage. Also windows glass as a separate group. And doors.
I am concerned about keeping their relative positions. Do I mesh combine these objects under my existing categories?, then center pivot each (or will I lose their positions relative to each other?) The windows and doors I do not want to combine as each needs to be animated at their own positions (pivoting the doors) or (window glass breaking). Is there a way to manage all this?