model orientation and blender

I have this weird problem. I downloaded a bunch of chess pieces from http://opengameart.org/content/chess-pieces-0 and I am very pleased with them. The problem is when I export each piece to a .x file they come out on their side not standing up straight. I noticed blender had a z/y axis inversion option for exporting so I tried changing that and re/exporting. This didn’t change the orientation of my models in my game. I then manually rotated them all in the scene and re/exported. This changed the orientation of the exported .x model in the directx viewer that windows opens them with, but still in my game they had the same position.

I should mention a few relevant facts:
I am importing the objects at runtime with a custom script I made, but this problem only occurs with these models.
The objects are stored as actual game objects and cloned to create each instance, so the model being cloned might not be oriented the same as the model is in the file.

I am however using:
Instantiate(storedObjects[i*maxObj+j],mousePos,Quaternion.identity);

Will using the identity quaternion result in the oreintation 0,0,0 or the same orientation as the object being cloned?

Is it possible that unity is storing a copy of the .x file (it is in the assets folder) and not noticing when it gets updated? I know this happens for scripts as I use a third party editor and sometimes my changes don’t go through.

I’m not sure about most of your questions, as I am still having problems with blender myself, but as for the one regarding Quaternion.identity, I know that using it gives a (0, 0, 0) rotation. It does NOT copy the rotation of the original object. I hope this helps.

yes that helps, that is the case I was hoping for. I still need answers about why the chess pieces are on their side though if anyone has any idea.

I’m a Maya user, but I had a few orientation bugs in Maya until I froze the rotations of my objects and deleted my history. Also, I always completely delete Unities model asset and reimport the new changed one each time, because I had problems with that in an earlier version of Unity.