Yeah we checked that; it's not an issue with the Pivot/Center toggle. Pivots are in the correct position in Unity if exported from Max but are at origin when exported from Maya. We can't just use the Center setting either because transformation data is based on the pivot point stored in the FBX so objects won't rotate…
Thanks for the offer but unfortunately I'm not allowed to share these specific files. However, I think I solved my problem! You might be able to test the issue yourself on your own model if you're curious (I'd be interested to know whether it's an isolated issue). I'm using Max/Maya 2013 by the way. The difference between…