Imported my model from Blender, now the parts rotate along the wrong points?

Hi, I’m pretty new to Unity and am creating a game in which 2-D style characters walk around in a 3D world (very similarly to Paper Mario). One of the first things I tried to do was animate my characters, but I ran across the issue described in the answer and started working on the rest of the game. Now everything is done except for the character animations.

I can import models without bones perfectly, such as planes or meshes, but when I try to import my little character all of her parts are in the wrong place (I’ve attached a picture). The problem is that their pivot points are in the wrong spot, but I can’t figure out why. The model behaved perfectly in Blender, and I made a nifty little animation for it, but when I sent her off to Unity she just kind of broke.

I tried importing as a .FBX and a .Blend, both several times. I tried clicking random boxes on and off, as one does, and that didn’t work, either.

Any help is appreciated. Thank you for taking the time out of your day to read my question!

I ended up solving the issue by clicking the ‘apply transform’ button when exporting from Blender. The model’s parts are in the right spots now. The bones didn’t export, but that’s probably a separate problem.

Thanks to everyone who answered!

Might have something to do with the fact that the coordinate systems used by unity and blender are different: Unity3D and Blender | Jens Ch. Restemeier