Relocate pivot point in imported blender model

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.

In Blender you can do Object → Set Origin → Origin to Center of Mass. Also make sure you save and maybe reimport the model.

Alternatively, you could do it in ProBuilder using the “Center Pivot” feature.

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Recentering the origin to the geometry’s center of mass fixed it.

Thank you very much!