Exporting Tangents for Normal Mapping

My setup is using blender to export models and use them in OpenGL. Right now I call the getTangents() function and it exports a vector for each face of the mesh. These vectors are in some weird space so I had to multiply the x *-1.0, swap y,z and multiply the y *-1.0.

I doubt anyone has done this, but my problem is that I can get normal mapping on a box with the texture slapped onto each side, but something like a character model is completely wrong (mostly black). Ideas?