I have modeled a character in Blender which has seperate body parts for each bone in the armature. So there is no weight painting or mesh deformation, only rotation. I figured it wouldn’t be hard to import the armature with all the animations attached to Unity and then import many different body parts that I can make child of respective bones and that way I don’t have to export the armature and animations for each body part (which would require more resources). I can’t seem to figure out how to make it work though. When I import the body parts as FBX into unity and put them in the hierarchy under the corresponding bones, they have a different rotation and position than in Blender. How do I fix this? How can I make sure that my armature and seperate body parts have the same rotation and position in Unity as they have in Blender?
Try "apply"ing the position and rotation of each part. back-up your Blender file first, though. I don’t have enough info about your set-up to know for certain whether it will work or not.
Search for blender tools / blender rotation fix on this forum. There are free plugins / detailed guides on this available. The problems stem from blender and unity using a different convention for ‘up’, y vs z i believe. Good luck!