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In fact, if you select the armature and take it into Edit mode, those custom shapes disappear and the bones become stick bones.
The length of a bone doesn't mean much in a Valve model, the important part of a bone is the Bone head. This is the pivot point of where the influenced mesh is going to bend.
If you really want those balls in your model, what you can do is:
Add your skeleton (armature),
Weight paint the model
Make sure all the bones are properly parented to their chains but disconnected from each other,
Shrink the bones based on the bone origins so that are small,
then export the model as SMDs or DMX files.
Once exported, if you import those exported files back into Blender, you'll find that all your bones will have the smd_bone_vis custom shape added to them.
If you want to add them manually, you would have to take the model into Pose Mode, Select a bone, then the Bone Property Tab and change the Custom Shape on each bone, individually
https://i.imgur.com/88eEYBr.png
https://i.imgur.com/85xJoPv.png
there is a part of the settings that are shown in the image, that doesn't look good, if you don't mind you could send me a better resolution of that image with that part adjusted
But here you go, this is the embedded image in that other one.
https://i.imgur.com/bRpOK9w.png
can i ask you something, when i resize the model and port the Bones as a SMD along with the model, and import them into blender again, the bones are large and the body is small, how do i fix that?