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Question by pretender · Oct 19, 2011 at 11:53 AM · objectfbxmayapivot

problem with pivot point in maya

hi, i just cant get this sorted out...let me explain. i have a model that is off center, with pivot point in the 0,0,0. in the channel box transforms are 0,0,0 rotation 0,-90,0 and scale 2.54,2.54,2.54 and it appear fine in unity, did not have problems with it, but when i wanted to change the pivot point to the center of the object, model appears in unity in wrong place (inside maya it is where it should be) after centering pivot all transform values in the channel box of the object are the same, no change there, but it shows in the wrong position. i tried to: -freeze transformations (big mess even for scale and rotate in unity) -change the scale factor (no change regarding pivot) -trying to find is there are way to switch between world and local coords of the object to edit manually coords (no luck) -trying to differently export object (no luck here)

so i did this numerous times with other objects, it just worked, something is wrong with this one, it is differently edited or something, and i just can find out what it is...

any ideas? thanks in advance

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