Weird problems with Blender Armature and Unity3d

How to change Z-direction from Blender imported Mesh/Armature?

I have tried to learn to use Mecanim with DudeAvatar sample animations and my own rigged character.

I have rigged this sample character with Blender 2.65 according this videotutorial (Making a Mecanim compatible rig in Blender). After that I have imported the blender file into Unity3D 4.2.1 and started to Rig character (Inspector: Animation Type Humanoid, Avatar Definition Create From This Model). After that I started to configure the character and the problems emerges…

Enforce T-Pose kind of looks like the character and the rig are pointing into different Z-directions? If I reset the pose situation it looks like this and sample bind pose look like this. Everything gets even worse when I try to test the muscles…

Enforce T-Pose mode look like this. Reset mode looks like this. Sample Bind-Pose mode looks like this.
If I create a new animator and test my character with DudeAvatar sample animations it look like this. The Character is pointing minus Z-direction and the Rig/Armature is pointing plus Z-direction?

I have fight with this issue for three days now and I can’t figure it out by myself, I need help!

I have tried FBX-format with Z-forward but that doesn’t work either.
You can download the sample files from here.

You could rotate your model in Blender and re-import it (or edit the .blend file that’s in your project), or you can export to FBX from Blender and choose the Z direction in the axis configuration of the exporter.

I finally solved this out: Using Blender and Rigify (http://docs.unity3d.com/Documentation/Manual/BlenderAndRigify.html)