3D model pivot before and after import

Hello

I am importing .FBX files from 3D Studio Max in to Unity 3D. In 3D Studio Max I have set all the models pivot to origo (0,0,0), but after importing to Unity the pivot point is in the modle center point. This is problematic, as my environment is compromised of multiple objects that need to be placed exactly using the same pivot point.

Is there a way to keep the object pivot as it is in 3D Studio Max?

In the top left of Unity is a button which reads either “Center” or “Pivot”. If it’s Center, click it to change to Pivot.

This is also something i am having an issue with, I am creating a modular set of pieces such as floor panels walls and corners.

As you have stated I also need my pivot points where I placed them in 3DSMax and yet when I export them the pivot data seems to get lost, and resets to center of objects messing the whole idea.

However there is a solution as I did a project the same way about a year ago, it was an earlier version of unity but I did find the correct way of importing.

If I remember it I will post it, and if you have found the solution also please post for other people and myself if i haven’t figured it out.