I've experimented a bit with rebuilding meshes in Blender, as imported ones are not necessarily that easy to edit. For example, selecting vertex/edge/face loops or rings is usually impossible with such objects.
Comparison of imported mesh object (2800 vertices) vs rebuilt one (360 vertices):
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Imported objects appear to have their origin points at 0,0,0 location (yellow dot on the left):
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One way to set object's origin or pivot point to a desired location is to select a set of vertices/edges/faces in edit mode. 3D cursor (which acts as a temporary reference point) is then moved to the center/middle of those elements by Shift S → cursor to selected.
Next in the object mode right-click → set origin → origin to 3D cursor:
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Some parts of imported mesh may not have so regular structure, though:
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In this case, another way is to use a circular primitive object like UV sphere, which is scaled and moved to find approximate center point:
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