Centering Pivot Points For Imported FBX Object
Hello. I've got an FBX object that features some whirling gears inside a wormhole-gateway-like object, as exported from Maya. In Maya, the gears each have a center-point, and each is animated around those center points. But when I import the gears into DAZ Studio 4.9, the pivot points for all the gears resets to World Center, and thus they all want to orbit world center and not their individual centers. Is there a way or a setting in Maya to export them properly that I'm not aware of, or an import setting in DAZ that I'm not aware of that will help bring them in with centered pivot points, like they have in Maya? As it is, I'm running into all sorts of trouble when I try to use the Joint Editor tool in DAZ to drag the center points up from world center to the center of each gear . . . plus, it's a lot of work. Any ideas?