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If I have bones I want in the model like weapon bones, or bones to be used as attachment points and they don't deform mesh, I'll add an object and weight paint the non deform bones to it. Then I run the QC with the -definebones command line. This will result in a response that has all the bones that will be added to the model with their coords, I just have to copy and paste the result into the QC.
I remove the weight painting and the extra object, and because the bones are defined, they'll be in the model when I compile it.
https://steamuserimages-a.akamaihd.net/ugc/1464185885775780318/230C559710B55D60274C85E746C5EAEAEC13D705/
Thanks again Pte Jack
If you have any occurrence of $DefineBone in a QC, StudioMDL (the model compiler) will only use those bones (plus any other bone chains necessary for $Attachment or $BoneMerge), with those given coordinates, for the model.
Meanwhile, if $DefineBone is not anywhere in the QC, StudioMDL will automatically use the bone setup(s) of the mesh file(s) used for the model (although any bone chains that don't affect the mesh at all will be removed, unless marked important using $Attachment or $BoneMerge), which greatly simplifies the process if you're not using the exact same armature/skeleton/bone setup as another model that you already have the $DefineBone statements from.