Importing armatures from Blender with proper rotations...?

I have a number of rigged models with Actions in Blender that I am directly importing to Unity (not as .fbx, but as .blend). In many cases, these animations are mixed, with the lower part of the body displaying the movement and the upper part the attacks. For this reason, I would like to be able to use a Transform.LookAt() on particular bones in the upper body during the LateUpdate(), so that my model’s upper body it pointing at the target, even while moving.

My problem is that the individual bones in the armature are not transferring into Unity with the correct axes or rotations. When I try to rotate the upper spine (for example) around the Y-axis, I get rotation around the X-axis. In addition, the bone is not at a rotation of 0,0,0 at idle or in T-pose in the unity inspector, so I have to store the “original” rotation after import (say (32, 4.6, 20)) and add and subtract from that on the wrong axes. I’ve already tried setting the bone rolls to zero in Blender, and also Ctrl-A in object view to set rotation and scale. I’m sure there is a simple command to set all my bones with the correct axes and at 0,0,0 euler rotations on import, but I have no idea how to do so.

I’d appreciate any suggestions! Thanks!

This is something that has bugged me as well, the only solution I found was to take the difference into account.
Looking at rotations and axis, the FBX coords are different from Unity (importing .blend just converts it to .fbx internally)
So im not sure if this would need to be resolved by the Blender Foundation (as .blend importing uses Blenders internal FBX exporter), or if Unity Technologies could add in a step that would manually rewrite the coords to be 100% compatible.

Bump for additional info (from someone who knows)…

I believe blender can have zxy euler set for its coordinates system and it will work woth proper rotations for unity then.