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EDIT : The pict you showed us, aren't bones. They're textures.
HLMV?
(It might sound stupid, but it is a fairly common mistake to fix a problem in Blender and then not properly transfer that to the SFM model).
The Origin points become the Root Transform bone for that object when the model is compiled.
Location, If the Origin Ponts are not in the same location, when you default the model, the model will break apart and depending where the origin point in the object is, that is the point that will fall to the floor.
Scale, if you don't scale everything to the same scale, then you end up with the armature or the bodygroup looking like what you have in your picture.
Rotation, If you don't apply rotation to your objects/body groups, then when you zero the model the various objects/bodygroups will spin differently than each other.
Often, applying objects' transforms in Blender causes no noticeable side-effects, but that doesn't mean that that's impossible.
Either way, uJidow has said that they have already applied those transforms and re-compiled the model. Without access (Edit: Without us having access) to the source files of the model (as in, the Blender session and such), there's not really that much for us to suggest now.