I have created a large set of individual objects by splitting an icosphere along its edges. I am currently trying to import these objects into unity, along with their appropriate transforms, relative to the origin in blender. I have been successful in importing the positions using the experimental transform functionality, however all of the newly created objects' rotation transforms are set to (0,0,0), i.e. the original parent icosphere's rotation. How could I go about recalculating the rotation of the new child objects prior to exporting to a .fbx format?
Thank you for your help, any assistance is greatly appreciated :)