Problem with Blender and my Rigged Character

Alright, so I recently redid my character by making a character through MakeHuman instead of using an asset like I used to have.

The character is fine, took a few days to get set up and had to redo all of my animations, but I’ve hit another fun problem that I’ve been trying to figure out for a few weeks now.

When I import my character, then export it in Blender, changing NOTHING, it goes FUBAR.

It might be worth mentioning that the file size is reduced on the export, when I changed nothing at all.
See this picture here.

I need to fix this because I want to add clothing to the character, but I when I set the mesh of my normal SkinnedMeshRenderer to the mesh on the clothing peice, it just turns into a big cluster of faces or something.

I didn’t feel like making a new clothing piece, as I deleted the others because they weren’t working, but this is what happens if I drag “PlayerModel_uneditted” into the game (looks fine), then set the mesh of the SkinnedMeshRenderer to the mesh of “PlayerModel_clothingbase.”

By themselves, they both look perfectly fine, they are exactly the same.

If I set the mesh value of “PlayerModel_clothingbase” to the mesh of “PlayerModel_uneditted,” it looks like this… whatever that is.

I imagine this can explain some part of it, all of the children of the model itself in Unity, are scaled at 10 after exporting it, but the original are all at 1

So, I’m thinking that it’s something to do with either Blender’s import system, or its export system. (FBX)

If you read all of that, thank you, and sorry if it wasn’t easy to understand, because I honestly don’t know how to explain this.

If you need more detail, I will model a quick shirt and put it on my character to show you how bad it gets when you do change something.

And thank you in advance!

So the problem is that the mesh of your character is ruined once you export from blender and import into unity?

does the mesh look fine when you import it into blender?

if not, than its because its a bit tricky to import a rigged fbx into blender. make sure that when you import into blender, on the left hand side under “Main” you disable “!EXPERIMENTAL! apply transform” and in “Armature” you enable “ignore Leaf Bones.”
if this for some reason still doesnt import your mesh into blender correctly than just export from makehuman and import into blender as collada (.dae).

does the mesh look fine when you import it into unity directly from makehuman?
(this solution might also be true for the case of importing to unity from blender)

if not, this might be (probably is) your graphics card. switch to your dedicated GPU before exporting from blender and importing into unity, then you can switch back to integrated.

For some reason when I use node editor and import the pattern to my rig only the pattern comes up not the actual thing. (like the clothes) this is for a roblox GFX. What should I do?,I don’t know if this is the same problem but I use Blender 2.79 and when I use node editor and import the pattern to my rig it just shows the pattern and it doesn’t fit to the body. What should I do?

For some reason when I use node editor and import the pattern to my rig only the pattern comes up not the actual thing. (like the clothes) this is for a roblox GFX. What should I do? @Wolfrik_Creations