I made a simple block humanoid in Blender and imported the .blender file in Unity. When i add it on my scene, its transform point does not coincide with the actual model’s location. So when i try to Rotate my model, it doesn’t just rotate, it also moves in a circular pattern because its perceived axis of rotation (as far as i can tell) passes through the transform’s location and not the actual model’s center of mass/gravity.
Is there a way to get the transform at the center of the model’s torso or something without parenting it to another object?
P.S.: I tried messing around with the model in Blender but the result stays the same.
