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Using Blender or using Crowbar to compile makes no difference, they are just interfaces to the StudioMDL file providing instruction to StudioMdl on where the SMD/DMX files are for the compile. It's studioMDL that does the compile.
As for the armature, that was provided by SnowFleck with the model.
The animations come from the various $includesmodel statements that are written into the qc and because they are for different models, well the armatures used to create the animation may have been a different one used in the player model here. One would have to go through each animation in the animation model and fix the rotations to work with this model.
This is SnowFleck's model, I merely assisted in the compile process. If he wants your model, it's up to him.
Honestly, the playermodel still looks good for your second time.
What confuses me are the "sequences" and "bone locations" you mentioned. I mean, where exactly did you get the armature from? From its GMOD folder? Because when I attempted to make a playermodel, I had to use a template from this video: https://www.youtube.com/watch?v=VmBPYoHq4wY which gave me a Citizen from HL2. When I tested it ingame, I haven't found the weird "landing animation" issue.
SnowFleck friended me and told me that you compiled it a bit differently. Instead of preparing a qc. file, exporting the model to smd. and compiling it with Crowbar together, you compiled it on Blender with the Source tools. It might be that issue that causes the weird animation bug?
About the fingers and the right foot, I don't know what you can fix. I could provide you a better Noctis model if you don't mind.
First, this is only the 2nd player model I've worked on for GMod.
Second, Most modelling I do is for SFM or VRChat which have completely different requirements.
BUT,
As with any custom player model that uses existing (unedited) Valve animation models for its included sequences and animations, if the model's mesh can't be fitted to the valve armature used and the armature is adjusted to make the ragdoll look good, the animation armature is going to stretch the mesh to fit it when it is called. This is the case with this model, also some of the animation models the author wanted to use, some of the bones in the animation are spun 180 degrees to the characters armature, so some of the included sequences are going to look (really really) bad.
The other problems with this particular model are that the model's mesh itself is very low poly, and the bendability is limited and the fingers are 2 fingered mitts not 5 fingered.
The ragdoll version is looking good so far, haven't found anything that concerns me. However, the playermodel version requires a few fixes, namely:
1. The hands, fingers and the right foot look messy
2. Sometimes when you land, it plays an animation of him landing with his physics gun/shotgun(?). Other than that, everything plays out normally
For your first playermodel, it's looking great! Hopefully you can fix the 2 issues I mentioned. Remember, take your time.