Blender Mesh is deforming when imported into Unity3D So I have a small but rather annoying problem.

In Blender, I've created a very simple rigged mesh so that I can create animations.

In Blender, everything works perfectly. For example I will show a frame from one of my animations where my character puts her hands on her hips.



When I bring this model into Unity3D however, the elbows, knees and chin/head slightly deform into a curve, which is my problem.



Please let me know what you think! Thank you, very much for your time.

Additional information that may help:
I am running Blender 2.76b and Unity 5.3.4f1.
Also, my model has 3 modifiers (Skin, Armature, and Subsurf)
Your model has subsurface modifier applied after the animation deformation which didn't get applied when you exported your model.

So you should apply your subsurface modifier before you export your model.

But,Your subsurface modifier should be at the top of the modifier stack in order to work correctly in Unity as you see it in blender.

So move your subsurface modifier at the top after the skin modifier and apply it.