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I've decompiled it to check, and it's an utterly insane affair where the entire hand has each of the quads duplicated, which are then triangulated in opposite directions?!
Unfortunately, it can't be just fixed by removing duplicate verts, because of the crossed triangulation. You'd need to either convert it back to quads then remove duplicate vertices, or manually delete a huge number of edges to remove the conflicting faces.
It would be a pain to fix without the original untriangulated files, and the author doesn't seem to be too co-operative about fixing issues.
Ah, alright. Unfortunate, but I think I'll live. Thanks for the help anyways!
See this picture, I've selected the top layer of faces in the selected band and you can see the under lying faces unselected.
https://i.imgur.com/yFimmMC.png
This is an almost impossible situation to fix quickly, it requires a lot of effort and time to corrrect.
Because there is under lying face poking through the upper face, you can't just paint select the outer faces and invert the selection and delete the duped mesh. Also because verts are welded, making seams to split inner and outer faces doesn't work either. Converting to quads a removing doubles doesn't work either, the duped edges remain after the operation.
This is one of those instance where manual intervention is required and to fix it would take quite a bit of time as both hands are affected by this. There are 4680 verts combined in the hands which create 17,512 edges and 15,716 faces. Just looking at these numbers, you can see there are major problems here.
i had one of those before, too. a hairy one.
in this case, if atleast one entire mesh part is facing the correct way, wouldn't it work to just circle select (like brush) the 'front' faces? i mean, blender does trace and select front facing first.
Unfortunately, the problem exists on this original too, and isn't something that's occurred in porting (had the the hands on the MMD original been okay, it would been pretty easy to graft them onto the Source model).