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That is, the first-person arms are one model, and then the weapons are another model that is bone-merged onto the former.
Team Fortress 2 used to use "V_" models for the default weapons (those that you have when the item server is unreachable) in first-person (with arms; not bone-merged onto other arm models), "W_" models for the default weapons in the world/third-person, and "C_" models (without arms; bone-merged onto other arm models) for non-default weapons. It has since been updated to use "C_" models in all cases (except for the Spy's invisibility tools), but the "V_" and "W_" models still exist, though they're unused now.
TL;DR: Except for the Spy's invisibility tools, the "V_" and "W_" weapon models are unused. Team Fortress 2 only uses "C_" weapon models bone-merged onto separate "C_" arm models now.
This means that the hands have bones who are unweighted only for the weapons own bones and
then dynamicaly constrained to the hands bones for animation.
I made this kind of system in unity but i wasn't sure it was how tf2 did it ^^
https://youtu.be/9DqjnbA6rTQ