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I believe muffet would just have static arms as consantly wiggling arms would be rather annoying.
A phase 1 mettaton could be a bit annoying to create though..
Remember, change the weapon bone's Location for the X Y & Z coordinates. Right-click on the the Location's values and select Replace Keyframes. Export the reference file and use the file to replace the old reference.smd file. Compile it and test.
If that still doesn't work, would you like to send the files so that I could take a look? You don't have to.
Since the weapons are floating above the hands, you'll have to move the reference's weapon bone in the opposite direction that you want. So, if you move the weapon bone away from the hand, it will get closer for the model.
Move the weapon bone away from the palm-side of the hand and go from there. Remember to replace all the keyframes when you move the weapon bone!
Did you edit the reference.smd file in Blender? I hope you used the Pose-Mode to move the weapon bone instead of edit mode, since the clip bones need to follow the weapon bone exactly. You shouldn't have to move the left weapon bone in the reference 90% of the time, only the right bone. Remember, in the HLMV you can check the Enable IK box to see how the model will hold weapons like he would in-game. If you did use Edit Mode instead of Pose Mode, just remake the reference.smd and use Pose Mode. Remember to replace the location keyframes!
If not, then either you're using the wrong Survivor skeleton or you shrunk the skeleton down instead of moving the bones regularly. From my experience, it's never good to shrink/grow a survivor's skeleton, as it can mess up key animations. Always mess with the Location and Rotation, but not the Scale of a Survivor's skeleton.
You'll have to redo the rig if this is the case.
https://steamuserimages-a.akamaihd.net/ugc/958599755017037433/D03249FB15948325BB525E917981469FD73CEBD9/
https://steamuserimages-a.akamaihd.net/ugc/958599755017037728/9B6F983B8C63159212B480DAEA25A122AF77B63F/
You can also load the reference.smd file in Blender and pose the ValveBiped.weapon_bone in there. Due note that the reference file works backwards; moving the ValveBiped.weapon_bone out will move the gun itself in and vice versa. Don't forget to Replace the location Keyframes if you do mess with it in Blender!
For the thighs and calfs, rotate the bones while viewing the model from the front view and the side view. For the upperarms and forearms, use the front view and top view to rotate the bones.
Once the X axes matches the dashed lines from both angles, export the model, and don't forget to make the reference file!
To properly fix this, you'll have to import the model in Blender and rotate certain bones that will align the X axes to their following bones.
Select the skeleton of the model. Then, select the Data button (It's one of the small icons you can click on the right side. It looks like a Stick figure and is next to a bone icon and a pair of chains). Under the Display, check the Axes box. This will allow you to see and X, Y, and Z axes for all the bones.