Topic: Offset when exporting Blender meshes

I've been trying to export models from Blender, they're actually made in Maya, exported as .obj and brought into Blender.
For some reason, when loading them into Maratis, the collision volume is offset from the actual model. Usually it is as if the model was placed at 0,0,0 and goes to... 1,1,1... and the collision box goes to -1,-1,-1.

I'll try and get a screenshot to explain this tomorrow I guess. Was just wondering if anyone else had come across this and what it might be. From what I can see, all the models are at 0,0,0 in Blender.

Re: Offset when exporting Blender meshes

for collision shapes different than triangle-mesh, the pivot is very important,
make sure that the mesh pivot is centered in the object you export (it can be that).

you can also build a shape with multiple basic volumes (with cubes, tube etc), make them invisible
and attach your mesh to the parent of it.