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I think I also found another source of weirdness on the axes, though keeping to the Tramp skeleton and similar skeletons seem to not have this problem - there's a particular field stored within the dff atomic (first byte of the atomic's struct) that seems to handle which axis is "up". If you've tried to import the Player_Bod skeleton, this is probably why it's facing the wrong direction - the Blender plugin ignores this atomic struct field, and sets this field to Tramp's setting (his is 1, Player_Bod is 3, many map props use 2) on export no matter what.
I'm doing an investigation into the dff file structure to see if I can ultimately get these other skeletons to function. It might be as simple as changing the flag.
If you haven't, then refer to "Posing your custom model in correct "Rest Pose". Applying transforms." Part of the guide. Read it carefully.
As for the Manhunt Studio, I've never used before. So i can't tell you anything about it.
When I import the Manhunt reference, the reference is facing -Z (facing down), and lying along the X axis, with his legs->head pointing to +X.
When I import my custom model, it faces +Z (facing up), and lies along the Y axis, with legs->head pointing to +Y.
When I export as-is, and check it through Manhunt Studio, the reference and the custom model are both lying on either the X or Y axis (Manhunt Studio doesn't label the axes), and their legs->head are pointing in the same direction. However, the reference is facing +Z (facing up), while the custom model is facing -Z (facing down). They are also overlaid onto each other, whereas their placement in blender is quite far apart.
I can probably get them to face the same direction, but I don't know how I can fix the 90 degree Z rotation and physical position differences. I've already told Blender to apply all transforms to both meshes. Any idea what the discrepancy is coming from?