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If your Mesh object has the same name as the bone that controls it, the model is going to pooch out and the mesh is going to be extruded and rotated differently than it looks in Blender when compiled, This is some sort of bug (not sure if it's within the export of the DMX or the actual Studiomdl compiler screwing up.)
For example. https://steamcommunity.com/sharedfiles/filedetails/?id=1959841658
See how the face of this character is pulled away from the model in that picture. That is because the mesh object that was exported was named head (it created a DMX file called head.DMX) and the bone that it was weight painted to was also named head.
Check your model in Blender and see if this is the case for you. The easy fix is to start using prefixes on your bone names like bip_ or twst_ or hlp_ or def_ or att_ or weyw_
(In my case I look at these identifying what they do, like:
bip = bone in place or biped bone
twst or adj = Twist or adjustment bone
hlp = helper bone
def = deform bone
att = attachment bone
weyw = whatever you want for a prefix to a bone name)
This will ensure that the mesh object and the bone names will never be the same and you won't have this problem when you export DMX files.
https://i.imgur.com/WnAN0kD.png
https://i.imgur.com/wNS308r.png
One other thing I did notice is that your Physics mesh (the collision model) is only painted to the root bone, I think the Window and the support collisions need to be painted to the proper bones.. (especially for GMod) ??
https://i.imgur.com/afxNrf5.png
Let me compile this a couple of different ways and see if I'm seeing this twisted bone problem. I may ask for the compiled model your' having problems with if I can't reproduce the problem.
I'm assuming from your picture you are compiling for SFM and or Garry's Mod??
https://i.imgur.com/8KlrQxi.png
https://i.imgur.com/t05u7sK.png
https://i.imgur.com/Vlzy4f0.png
Everything looks fine in SFM (unless I'm missing something). I'll compile for GMod a little later as I have to go out right now.
This is your SMDs compiled using the GMod version of Studiomdl. The only difference being
is that I commented out the $definebones statements.
Model, Hitboxes, Phy mesh and bones look good in HLVM
https://i.imgur.com/DM6MD6F.png
I've used the Advanced bone tool to extend the 3 support legs and rotate the cockpit cover.
https://i.imgur.com/hCkVjTN.png
https://i.imgur.com/X3J3rZP.png
https://i.imgur.com/6RDULa1.png
The only time you need define bones is if you want bone in the model that don't have mesh weight painted to it (like weapon bones). Also, if you define bones, then you have to define all the bones you want to have in the model.