Blender > Unity - help with unwanted bone twisting/rotation?

After importing a few animated models into Unity I ran into a bit of a problem. This is my first time encountering something like this and it doesn’t seem to be happening to any other models I’ve created.


As you can see the model has it’s proper rotation set up in Blender (I use the same setup for every model) HOWEVER, Unity is showing me something entirely different.

I have tried exporting directly to FBX instead of using the blend file but that doesn’t work. I have also tried changing the bone roll in blender but it badly distorts my model and all of it’s animations. I just can’t seem to get this to work. Does anyone have any suggestions or fixes?

So I ran into something similar last week. The problem turned out to be that the AnimationClip that was being used in the controller was for a different FBX file. This happened because I was testing two versions of the same blend file, so naturally the Action/animclip names were the same, so I didn’t think anything of it. Make sure the anim clips you are referencing are part of the same FBX, or at least part of exactly the same identical rig. I actually have an AssetPostprocessor now that updates the animcontroller whenever the FBX is reimported to help prevent this issue.

Hopefully this is the same issue that you are having.