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When importing a Unity package to Godot via Unidot importer, I noticed that a few imported models have their child rotations and transformations off-center from their expected points.

For example, here is a model of a toilet seat. In Unity, if I adjust the x rotation of the lid, it rotates at the hinge to appear closed.

Toilet model

But in Godot, it rotates like this:

Godot rotation

How do I resolve this? Apologizes if this is obvious, I am not experienced in 3D modeling.

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I figured out the answer. When it imported the model, it added some values in its transform (which I reverted in the picture), I just needed to add the inverse of that transform in the mesh renderer.

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    \$\begingroup\$ Can you explain/show the steps you took yo do that, to help future users struggling with similar problems? \$\endgroup\$
    – DMGregory
    Commented Mar 18 at 11:42

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