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As far as the Scout, the current player model version should have a bodygroup for disappearing his trousers. The HWM version from SFM though won't, as it's not designed for use with cosmetics (plus, it's from long before these cosmetics anyway).
/[folder]/models/test.mdl, and not -/SourceFilmmaker/game/[folder]/models/models/test.mdl!
Also note that if you put "%s" in it, it refers to the class in question, meaning if the models are named appropriately, you can specify multiple class' models for it in the same line.)
However, like Marco Skoll, I'd recommend attaching the cosmetic to the Scout manually over doing this. Keep in mind that if you drag the Scout's animation set onto the cosmetic's animation set, all same-named bones of the cosmetic will be locked to the Scout, and then all you have to do is just select all locked bones of the cosmetic and fully apply the "Zero" preset.
Nope, the Scout doesn't have a bodygroup for this. He does have a bodygroup for making his shoes and socks disappear, but not his whole set of pants.
(In the case of the cosmetic in question, no bodygroup change is done to the Scout at all. Though it's called "Transparent Trousers", it's fully opaque, just with a camouflage pattern where the item name is a fun word about "oh, it's camouflaged, I can't see it".)
You can manually update the "Add Team Fortress Item" dialog by copying -/Team Fortress 2/
/tf/scripts/items/items_game.txt to -/SourceFilmmaker/game/[folder]/scripts/items/items_game.txt
(But make sure to not copy or extract other files from Team Fortress 2's "scripts" folder to Source FilmMaker, or something might break!)
Do this in combination with the below guide to get up-to-date cosmetics and such straight from Team Fortress 2's files, without needing to use Source FilmMaker's workshop for it or such.
This will get all cosmetics from Team Fortress 2 to Source FilmMaker, and make them ready for quick use inside the "Add Team Fortress Item" dialog too.
http://steamcommunity.com/sharedfiles/filedetails/?id=234952643