Why unity messing up with bones transformations?

I have model which exported from blender. In blender this bone has complete zero orientations and bone roll is set to match unity coordinate system, also export was correct (Y-UP, Z- Forward)…I mean, export is correct, but in unity my bone has X rotation of 12 (it must not have any rotations) and when I am trying to manipulate rotation in inspector I get weird rotation while transform manipulators can rotate everything correctly (see gif animation)

I will duplicate this post to External Tools, because i don’t know Is there a problem with blender or unity

I won’t be able to offer a solution to your problem because it’s not supposed to do that - so it is most likely in the set up.
It looks like something is wrong with the bone - to make those weird rotation values.

Q: Is the rotation set to global or local in the scene? (This really shouldn’t matter - just asking)

Q: You probably don’t get these errors if you export out of blender without a ‘tire’ bone and parent the tire to an empty game object in Unity then parent the empty game object to the axle. Just thinking about an alternate set up if this can’t be solved.

Sorry can’t assist more.

Thanks, well this can be “the way out” but it is kind of going around the problem :frowning:
Anyway, thanks for reply