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1) Check to make sure that everything is scaled to 1, nothing else.
2) If one is the case, set to 1, then edit the scaling through edit mode. Make sure to set the cursor to center and have the scaler rely on the cursor. Write the values for the scale that you set it to before or how you got it and check to make sure the scaling in Object Mode is 1.
3) Reexport and recompile.
I say, the DMX issue is rather odd, unless you have editted the model somehow before exporting. Confirm anything else you have done to the model other than import it to Blender so that we can help you with the situation. :)
I used this site to rename the bones accordingly: https://www.kicodora.com/models/9-valve-biped-bone-names/
Okay, are the bones actually rotating when you pose it? From Blender and SFM?
https://blender-manual-i18n.readthedocs.io/ja/latest/editors/3dview/transform/scale.html
Show me your properties panel, in object mode, where the manual shows the scale.
Me and Pte Jack have been exchanging steam messages, and he found out what the problem was.
He showed me how to make sure that everything was in the place it should be (Origin at 0,0,0). However, this didn't turn out to be the solution.
I'm pretty sure it was the idle file that was causing the problem. Instead of using a specific "idle.smd" file, I just used part of the models mesh as the idle file. That seemed to do the trick.
Thanks for your help too, Velbud.
May I ask how you used part of the models mesh as the idle file? I have the same issue, just my rig is smaller than the model itself.
$sequence "idle" {
"body.dmx"
}