I managed to get rotations on the console in blender, but when I try to apply it in Unity, it is just very wrong. I am using Quaternion.Set
to set the desired rotation. I know that blender uses (WXYZ) quaternion, but when I got these values and set properly it in to Unity3D (XYZW), it gives me nonsense rotations.
http://pastebin.com/bKzUVCih here is the link to my script. Please help me point out what is wrong there.
P.S.: Euler rotations are not an option, because they're lossy as far as I know...