Lately I’ve been trying to fix the CSGO models. The error is whenever someone applies an ik rig or defaults a CSGO model, the model’s leg stretches and the arms get deformed. This is because of the model’s twist bones- valvebiped.bip01_L_foretwist, valvebiped.bip01_Luparmtwist, etc. So I decompiled a ST6 model in Blender and then I set up the vertex weight mix modifier for each twist bone and then I transported the vertex group of one twist bone (valvebiped.bip01_LUparmtwist) to it’s corresponding primary bone (valvebiped.bip01_L_UpperArm). That part worked. So I then applied and removed the Armature modifier from the ST6 model and deleted all the twist bones. But when I applied the armature modifier again with all the twist bones deleted and all their vertex groups moved to their primary corresponding bones, the model got horribly deformed like this:
Opposed to this (How it’s supposed to look):
What should I do to fix this model?