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Help with correctly importing mesh and rig from unity to blender
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Hey everyone so ive run into kind of a weird problem that im unsure of how to resolve by myself and was hoping someone might have some suggestions for me

.The issue im having is that I have a modular character in unity that is already attached to a working rig in unity, but whenever I attempt to export this asset from unity to blender using an fbx exporter plugin in unity the relationship between the skinned meshes and the armature appears to break. Ive taken a few pictures to try to explain a bit better what Ive been encountering.

The only thing I have done once importing the fbx into blender, was clearing transforms, rotations, and scaling the armature and mesh down to a reasonable size. Its strange, because i was under the impression that when you imported an armature and skinnedmesh into blender than they should maintain their connection (rig stacked on mesh, moving a bone moves the weighted skin meshed renderer), but when i bring the asset into blender the rig seems all broken. Its at a 90 degree angle on import and manipulating the bones does nothing to affect the mesh anymore. Furthermore when i then export the fbx back into unity instead of all the pieces being skinned mesh renderers as were in the beggining all of the gameobjects have been turned into regular mesh renderers apparently having lost all of their weight painting/connection to the rig. Thank you in advance for any guidance!

https://preview.redd.it/lbrr97xphoga1.png?width=1921&format=png&auto=webp&v=enabled&s=5bfddfedf2c1f7f976916d0ca9cadc66530384b1

https://preview.redd.it/gkn1h6elhoga1.png?width=1097&format=png&auto=webp&v=enabled&s=f8f6c80f5eeda8883e158aff3121b94fcf443c67

https://preview.redd.it/edlbv9wehoga1.png?width=1258&format=png&auto=webp&v=enabled&s=0118a3b363f0192a743d3998eb83c93652807f43

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1 year ago