Set pivot location to something other than 0,0,0 (when exporting FBX/to Unity)

Hi everyone. I’m new to the SketchUp forums, and I’m hoping someone out there who is smarter than I am can help offer advice.

I am building a small area in SketchUp made of rectangular bricks, with the intent to export it as an FBX (or OBJ) so that it can be imported to Unity. When I was running tests with a friend of mine, he mentioned that SketchUp’s pivot location for each component/mesh is 0,0,0, which makes things a bit difficult on what we’re trying to do in Unity.

Is there any way to set the pivot location to something other than 0,0,0? Does anyone know of any way to set it to be centered on a particular face of the brick?

Please let me know if you have any other questions, and thank you all in advance for your help!

hello,
use the axe tool (tools menu > axes) to define a new origin when editing a component. you can also use thomthom’s axes tools to bulk change origin position for every selected components, placing it at desired x,y,z position (center, front, back)

Thanks for the quick reply, Paul! I was able to change the origin to the desired point using the Axes tool (see screenshot below), but according to my friend: “It freezes the transform at the world origin” (see other screenshot below). And my apologies if I’m not saying things super clearly–Unity is pretty much Greek to me.

We are using Y as up in our Unity project, and I thought it might have something to do with SketchUp’s Y being different, but the fact that it still aligns to the corner tells me that that’s not the issue. Any other thoughts?

This is where I set my origin on the component in SketchUp:

And this is a screenshot of the pivot location when the FBX is imported into Unity:

What happens if you rotate the component 180 and then export (don’t move axis)? Can you edit the axis in Unity in the Component Editor? I know that OBJ and FBX can come in different from each other. Sometimes Y is Up, sometimes X is Up. Try ‘standard’ exports of each type and then rotated exports of each and see if you can spot a difference. Or, drag the SU file into the Assets panel???

Thanks for the advice, 3D. In the past few hours, we’ve tried a number of exporting and importing options, including switching the axes in SU, looking at the differences between OBJs and FBXs, and the like. Sadly, we are still at a loss.

He is currently seeing if there is a workaround that we can use, but if anybody has any thoughts/ideas, I would be greatly appreciative.

Hmm…

I checked my notes… there’s a trick so that it does work. Is Unity6 different? SU '25 files vs < '21?

There was video that seems to not be available any longer on importing FBX from SketchUp and Vectorworks… had to do with textures but…

My notes aren’t great but I’ll share this anyway (it’s tough to remember all of the settings):

Classes and layers → Visible
‘Set everything to origin’.

Notes

Set Up:

Unity Version 2020.1.7.f1

Universal Render Pipeline project template.

Build Settings:

Switch to Android Platform
Texture Compression ASTC

Player Settings → Other Settings
API Level 23

Quality → High
Realtime Reflection Probes → off.

XR Plugin Management → Install (version 3.2.16)
Android Tab → Enable Oculus

XR Interaction Toolkit → Install

Vectorworks - FBX

Classes and layers → Visible
Set everything to origin.
Unchecked lights

Unity → Import New Asset → Select Import.

Unity Remap Textures:

Select Imported FBX prefab from Assets, Project Folder, or its location.

In the Inspector Window, select the Materials Tab → Location → Use External Materials (Legacy).
Click “Apply”.

Otherwise, I thought the Asset Editor could changes axes, no?

I appreciate the insight, 3D. I’m not quite sure what he did on his side, but we seem to have found a workaround that will work for the time being. If/when I need you all again, it’s good to know that this community is so helpful and rad.

It’s good you have it figured out. Sorry to have shared the notes in the form I did… but I think I was doing that when I got them in too.

Do you mind me asking what you are doing with the Unity?

I have a bunch of play around videos using SketchUp and Unity if you’re interested:

XR Design & Installation - YouTube