Animated mesh has incorrect transforms when exported to Unity I am exporting a model to Unity 3d. Some parts of the model appear rotated 180/90 degrees. I have tried CtrlA and resetting the location/scale/rotation but to no effect.

I am directly using the .blend file in the Unity Asset window; without using any export file (dae, fbx etc).

Just to mention that the models transforms are ok when in scene view in unity; until I press the play button that is...

In blender (first image) and in Unity:




You can download the model here to check for any problems.
As a general rule of thumb, it is a bad idea to animate meshes for use in other applications, there is alot to take into consideration such as world coordinates etc. After animating these, you have very limited control over the mesh in terms of applying transforms or even modifying the mesh later.

Solution, use bones to rig and animate the windmill after applying transforms to the separate parts. Example file with rigged windmill and applied scale and location. By making use of bones to handle the animation, your hard suface model can now be manipulated without the risk of breaking anything else.