Strange bone rotation after importing from unity I just exported an animation from Unity (which was part of the standard assets). Strangely, when imported into Blender, the rig was quite messed up (see picture).
This makes it quite difficult to skin the model again, and thus to do any animation. 
Do you have any idea about why this happened and how could I possibly solve it?

Initially I was thinking that this may be a problem of rotation, but I am not really sure. And even if that's the case, how could I rotate each bone around each local axes when they are grouped together? (that is, without having to select and rotate each single bone one by one).
Just Restating the Answer to this question:

You might want to check the import settings for the armature. You can find it in the bottom left of the import screen. You could try to enable "Ignore Leaf Bones" and "Automatic Bone Orientation". – Ron Deijkers Sep 21 

Please mark this as the best answer for future searches! (All credit to Ron Deijkers BTW).