Adjust Pivot Point
Move model to world 0
Delete History and freeze transforms
File > export selection
File type: OBJ or FBX
Options:
Triangulate
Change units to Centimeters
Select file location, name your model and export
Depending on the type of model you're working with, it's important to adjust the pivot point for better control. By default, Maya places the pivot at the scene origin (0,0,0) when exporting. If the pivot is not correctly positioned before export, the model may appear offset in other software like Unreal Engine, making it difficult to move and rotate properly.
Adjust the pivot Select your model.
Hold D (or Hold D + X to snap to the grid, D + V to snap to a vertex).
Move the pivot to the desired location (e.g., base of the model for proper placement).
Release D to exit pivot edit mode.
For walls and floor pieces it is smart to have all pivot points set to the same bottom corner of the model to allow them to snap together easily.
Positioning your model at the origin (0,0,0) before exporting ensures proper alignment when importing it into other software like Unreal Engine or other 3D programs. If the model is offset from the origin in Maya, it may appear in the wrong location or be difficult to manipulate in the new environment.
Select your model.
Open the Channel Box (right side panel).
Set Translate X, Y, and Z to 0 manually.
or
Press W to activate the Move Tool.
Hold X (for grid snapping)
Manually move the model until it is in the middle of the maya grid (The darker cross in the grid)
Select Model
To delete history: Edit > Delete all by type > History
To freeze transforms: Modify > Freeze Transformations
Select your model
Go to File >> Export Selection
In the export folder select the location you would like your model to go to. Change the export type to either OBJ or FBX
Name your file appropriately
Select Export