Bounding Box Rotating Around Different Axis from Skinned Mesh Renderer

Hi, I modeled a windmill in Blender 4.3 with a single animation to spin the sails.

I applied all location/rotation/scale transforms before exporting as .fbx using these settings:

In Unity 6, the animation looks correct - however, the bounding box for the sails rotates around the Y-axis instead of the Z-axis, causing the sails to be culled periodically when the camera is inside the structure looking out:

Any idea what I did wrong? I’m sure this has been answered before, but I couldn’t find the right combination of keywords…

Here’s pose mode from Blender with the relevant bone selected in case anything jumps out there

Thanks!

This looks like it was because I needed to change the “root bone” in the Skinned Mesh Renderer for the sails to the correct bone in the armature (it defaulted to a bone that does spin around the vertical axis). With that update, the bounding box rotates correctly with the sails. The only small problem is changing the root bone assignment shifted the bounding box away from the sails for some reason, so I had to manually resize a few boxes. Slightly annoying and I’m sure there’s something wrong in my model/export to cause that, but no biggie. Marking resolved.