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It has to be .smd because that's what our devs decided to have our models rendered with in our code
And even if I'm incorrect about that, then it's still bad and wrong that the Blender Source Tools can't export SMD meshes when it's supposed to be able to, regardless of whether or not it can still export DMX meshes anyway.
And yes, this isn't planned to be used for Source, if our renderer could take Dmx that would be amazing, but unfortunately it doesn't support it at this time, especially since in the end we convert all our .smd models and animations to .bmd which is our own personal format that is more condensed than .smd
The broken one is rigged with bones but doesn't have any animation data in it so it just sits idle.
However, the idle smd only has bones and the animation in it (which I believe to be your animation model.)
So when imported the idle animation onto the mesh in the broken SMD, flips around like your image did.
So, the problem isn't apparent to me because I don't have the .blend file or a sample gif with the correct animation in it and don't know what these things (the panels) are actually supposed to be doing or why you think it's broken.
However, digging a little deeper into what I do have, I did find this...
https://i.imgur.com/Abe1WWK.png
https://i.imgur.com/Ushhjrp.png
I don't think it was BleST that broke your SMD, I think it's a modelling process problem.
https://i.imgur.com/bNjSWaQ.png
https://i.imgur.com/PUhSvps.gif
The animation isn't broken, the model is.
EDIT: OK, yeah, I don't know how I didn't notice this before, In my blend file the model is broken up into about 8 different pieces and are puzzled together into one mesh with overlapping vertices. when I export it to .smd those overlapping vertices combine. None of the vertexes aren't weighted.
EDIT: I don't suppose you'd be willing to send me the working file you do have?