To start things off, I begin with the following set of procedures:
Begin with a model in 3DS Max, which I will refer to as Cube.
Confirm that Cube's pivot point is exactly in the center of it, which it is.
Export Cube in FBX format.
Import Cube into Unity 3D.
Drag an instance of Cube into the Scene.
At this point, I notice that the instantiated Cube's pivot point seems to only be centered on the Cube's local X and Y axes, when it should also be centered on the Z axis.
In the project I am working on, I'll be instantiating Cubes and modifying their positions and rotations within a script. Because of this, it's most convenient to have the pivot point centered on all three axes.
Am I doing something wrong, or is there a way I could export/import the Cube properly so that its pivot point persists?