Pivot Issues

Alright so I imported a few 3ds models made in blender into Unity. It imports the model as a skeleton so each object is it’s own gameobject and they all connect to one parrent to make the full model. Now in Blender I connected a few cylinders as barrels to a sphere to make a turret, so the pivot is in the middle of the sphere thus allowing me to rotate the sphere along with the barrels to aim at a target. But the problem is once I import the model into Unity it changes the pivot point from the center of the sphere to center point between sphere and barrels, I tried switching the pivot button between center and pivot, doesn’t help.

Any help would be appreciated, thanks in advance.



Pivot points aren’t preserved. Create an empty at the position you want the pivot point to be, then make it the parent to the meshes you want to rotate and just rotate the empty.

Well normally that would work but since the sphere and barrels are childs to a parent (The body and everything else put together) the pivot stays the way it was, the only way for this to work is if I remove the sphere and barrels from their parent and replace the parent with an empty gameobject. But then how do I move the whole thing around if it’s two different objects?

Edit: Fixed, and to anyone who might have trouble with this sort of thing later on, imports from blender in 3ds format have their main pivot point permanently frozen on 0,0,0 (The spot where objects are added in blender before you move the cursor anywhere else). So if you have trouble with this I suggest adding the object you want to rotate around the pivot there at 0,0,0 and not moving it anywhere else.