super big has to do with you not applying the scale/rotation/position to the model. animation is a whole other thing.
to apply scale/location/rotation, do ctrl-a while having the mesh object selected while in object mode.
Still didn't fix it. Am I supposed to do that with my empties as well? Would that fix my animation? I only have two hands each with one set of animation keyframes in the action editor (and are used together to form "one" animation later (hopefully lol)). I wonder if I'm just parenting it wrong or something. I don't see any "advanced" settings for exporting. I have the left hand mesh parented to an empty, which is parented to a detail32 empty. The right hand mesh is parented to an empty, which is then parented to detail32. mountPoint bone is parented to detail32, and detail32 is parented to the Shape empty, which moves everything. I have an action saved on the Shape empty (a mistake?) and an action saved on the left hand control empty. It plays in Blender. I export, no errors. Hmm... Would the animation not play at all if the state that it's called on is quicker than the animation has time to play through?
EDIT: I partially fixed it. Everything seems to be working except my meshes are still massive in-game lol. I'll keep experimenting but, halp.