Reversed Joint Z Axis on Import - C4D fix?

I am having issues bringing rigs in with the Z axis pointing down the chain at the root of the next child bone. I have tried every type of joint and bone for the rig. Old style Bones come in with what appears to be the X axis pointing downchain and joints give me the Z axis pointing up the chain, reversed of where I need it to do IK calculations. I ain’t the sharpest tack with math to begin with and am only just grasping the law of cosins so having to throw arbitrary transforms with quaternions into the mix is mind boggling. Funny thing to me is that on the weighted characters their is no issue with improper mesh deformation though the axis are 180 degrees out on the Z axis…hmmm :?:

How do I import the bones/joints…whatever I need … into Unity and keep the axis rotations as they were?

OK… No answers and hardly any data on searches. That must mean I am experiencing an isolated issue? If possible can someone post a C4D biped rig with the Z axis pointing downchain so I can compare files to see WTF the issue is. I cannot properly build a full IK solution with all my Z axis pointing upchain instead of downchain.

C4D R11.026 - OSX 10.5.5 - Unity Pro

I made poly proxies of the bones. Same issue so it is not just a bones thing. The only way I can get the z axis looking down the bone chain is to scale the X axis to -1 in C4D which imports with all axis negative in Unity. Again, trying to script an IK engine around this is not something I look forward to. I am going to try another from scratch or even just a simple bone chain for a leg and report back. Its not that my mesh is distorted or such, but that I cannot script and use poles and targets without doing alot of 180 degree flipping of transforms in the math and it seems to me that 180 degrees and character anim have some problems with gimbal lock and such.

OK… I imported the Hero into C4D from the Locomotion system which had its z axis in the correct direction and when I re-exported the file and went back to Unity it locked up and I had to restart it. I will get back to this in a while when the frustration wears off. I nned my pole vectors and z axis direcxtions to properly do what i am trying to do which is create a fully responsive to proximity targets “Kata” rig I can set up via hashtables and arrays to combine any number of 8 variable sequences per pose in tandem to create fight sequences based on enemy proximity and lookup tables. I would have had it done yesterday if I wasn’t fighting the rotation system. Any clues how to solve it?