Keeping exported objects relative positions.

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?

Went ahead with export, Unity keeps my combined meshes as separate objects parented under the file name from Maya, nice. Kept doors and windows as separate objects. Apart from combining objects, still have to manually re-position them before export. Will try moving them first as a group.

Looks like I just needed to try it.

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