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https://www.models-resource.com/pc_computer/sonicandsegaallstarsracing/model/24782/
Also, before you responded to my message, I tried to facepose other models to see if it was just your model that had the glitch. Turns out it happened to the others as well!
So, at least I learned a lesson about reporting bugs and that you always need evidence.
Sorry I wasted your time!
The thing about source is animations are both rotational and translational whereas many modern games are rotational alone. The models all use the valve biped for several reasons, the proportions workaround that results in the bone deformation in SFM is just a quick way to bypass the original proportions since they're forced. Source has an additive animation system used by things like gestures (in L4D2 the characters use it for stretching, scratching, and other fidgets for example) and it works by basically overlaying an animation with movement only along certain bones to make an overlay animation of sorts.
I basically have the files ready to go whenever but I don't use SFM myself outside of the toolset to assist in modeling and I don't work with SFM users that I'm aware of either so I never had a grasp on what features are ideal or less than ideal. It wouldn't take me much work to finalize them with feedback,
OH AND I AM NO EXPERIENCED MODLER, BUT A TIP FOR YOU, JUST IN CASE, I DO KNOW THAT AND THIS MAY BE PRETTY OBVIOUS, BUT I KNOW THAT WHEN YOU MAKE OR GET A MODEL FOR SFM, THE VALVEBIPED RIG IS THE BEST WAY TO GO, EVEN IF YOU RENAME THE BONES TO MATCH THERE RIG, I AND A FEW FRIENDS OF MINE SAY IT'S BETTER THEN MAKING A CUSTOM OEN SOMETIMES.
HOWEVER, IT SEEMS EASY ENOUGH...JUST THOUGHT ID MENTION THAT STUFF FOR SOME REASON XD! ^_^
if it were made for SFM then it'd probably have different work done entirely rather than just a simple port, I actually have unreleased beta versions which changed a few basic things but I never went too far with it because I don't use SFM enough to know what features help and what features don't