Messed up Day of Infamy view model animations.

I am trying to use the Day of Infamy models to make weapons on TFA Base, however there seems to be a lot of issues with the animations.
For the BAR the issue I’m having is the deploy animation, where the view will turn 90 degrees to the left after it is finished.

[video]https://youtu.be/0V4CA6c6rvA[/video]

The idle animation had the same issue yet I disabled it with SWEP.DisableIdleAnimations = true

The QC file for the view model:


// Created by Crowbar 0.34.0.0

$ModelName "weapons\doi\v_bar.mdl"

$BodyGroup "Weapon"
{
	studio "v_bar_reference.smd"
}
$BodyGroup "Hands"
{
	studio "v_bar_v_hands_us_reference.smd"
}


$SurfaceProp "default"

$Contents "solid"

$MaxEyeDeflection 90

$CDMaterials "models\weapons\bar\"
$CDMaterials "models\hands\"

$Attachment "muzzle" "A_Muzzle" 0 0 0 rotate 0 0 0
$Attachment "shell" "A_Eject" 0 0 0 rotate 0 0 0
$Attachment "muzzle_ads" "A_Muzzle_Ironsight" 0 0 0 rotate 0 0 0
$Attachment "camera" "camera" 0 0 0 rotate 0 0 0

$CBox 0 0 0 0 0 0

$BBox -6.246 -9.419 -21.411 34.763 5.561 0

$BoneMerge "L Clavicle"
$BoneMerge "L UpperArm"
$BoneMerge "L Forearm"
$BoneMerge "L Hand"
$BoneMerge "L Finger0"
$BoneMerge "L Finger01"
$BoneMerge "L Finger02"
$BoneMerge "L Finger1"
$BoneMerge "L Finger11"
$BoneMerge "L Finger12"
$BoneMerge "L Finger2"
$BoneMerge "L Finger21"
$BoneMerge "L Finger22"
$BoneMerge "L Finger3"
$BoneMerge "L Finger31"
$BoneMerge "L Finger32"
$BoneMerge "L Finger4"
$BoneMerge "L Finger41"
$BoneMerge "L Finger42"
$BoneMerge "L ForeTwist"
$BoneMerge "L ForeTwist1"
$BoneMerge "L ForeTwist2"
$BoneMerge "L ForeTwist3"
$BoneMerge "L ForeTwist4"
$BoneMerge "L ForeTwist5"
$BoneMerge "L ForeTwist6"
$BoneMerge "R Clavicle"
$BoneMerge "R UpperArm"
$BoneMerge "R Forearm"
$BoneMerge "R Hand"
$BoneMerge "R Finger0"
$BoneMerge "R Finger01"
$BoneMerge "R Finger02"
$BoneMerge "R Finger1"
$BoneMerge "R Finger11"
$BoneMerge "R Finger12"
$BoneMerge "R Finger2"
$BoneMerge "R Finger21"
$BoneMerge "R Finger22"
$BoneMerge "R Finger3"
$BoneMerge "R Finger31"
$BoneMerge "R Finger32"
$BoneMerge "R Finger4"
$BoneMerge "R Finger41"
$BoneMerge "R Finger42"
$BoneMerge "R ForeTwist"
$BoneMerge "R ForeTwist1"
$BoneMerge "R ForeTwist2"
$BoneMerge "R ForeTwist3"
$BoneMerge "R ForeTwist4"
$BoneMerge "R ForeTwist5"
$BoneMerge "R ForeTwist6"

$JiggleBone "Loop_1"
{
	is_flexible
	{
		length 5
		tip_mass 0
		pitch_stiffness 200
		pitch_damping 2
		yaw_stiffness 100
		yaw_damping 0
		along_stiffness 100
		along_damping 0
		pitch_constraint -89.000002 89.000002
		pitch_friction 0
		pitch_bounce 0
		yaw_constraint 0 0
		yaw_friction 0
		yaw_bounce 0
	}
}

$SectionFrames 30 191

$Sequence "base_idle" {
	"v_bar_anims\base_idle.smd"
	activity "ACT_VM_IDLE" 1
	fadein 0.2
	fadeout 0.2
	fps 30
	loop
}

$Sequence "base_draw" {
	"v_bar_anims\base_draw.smd"
	activity "ACT_VM_DRAW" 1
	{ event 5004 0 "Universal.Draw" }
	fadein 0.2
	fadeout 0.2
	snap
	fps 32
}

$Sequence "base_holster" {
	"v_bar_anims\base_holster.smd"
	activity "ACT_VM_HOLSTER" 1
	{ event 5004 0 "Universal.Holster" }
	fadein 0.2
	fadeout 0.2
	fps 33
}

$Sequence "base_fire_1" {
	"v_bar_anims\base_fire_1.smd"
	activity "ACT_VM_PRIMARYATTACK" 1
	{ event AE_MUZZLEFLASH 0 "" }
	{ event AE_CL_CREATE_PARTICLE_BRASS 1 "" }
	fadein 0.2
	fadeout 0.2
	snap
	fps 30
}

$Sequence "base_fire_2" {
	"v_bar_anims\base_fire_2.smd"
	activity "ACT_VM_PRIMARYATTACK" 1
	{ event AE_MUZZLEFLASH 0 "" }
	{ event AE_CL_CREATE_PARTICLE_BRASS 1 "" }
	fadein 0.2
	fadeout 0.2
	snap
	fps 30
}

$Sequence "base_fire_3" {
	"v_bar_anims\base_fire_3.smd"
	activity "ACT_VM_PRIMARYATTACK" 1
	{ event AE_MUZZLEFLASH 0 "" }
	{ event AE_CL_CREATE_PARTICLE_BRASS 1 "" }
	fadein 0.2
	fadeout 0.2
	snap
	fps 30
}

$Sequence "base_reloadempty" {
	"v_bar_anims\base_reloadempty.smd"
	activity "ACT_VM_RELOAD" 1
	{ event 5004 28 "Weapon_Bar.Boltback" }
	{ event 5004 39 "Weapon_Bar.Boltrelease" }
	{ event 5004 62 "Weapon_Bar.Magrelease" }
	{ event 5004 74 "Weapon_Bar.Magout" }
	{ event 5004 79 "Weapon_Bar.FetchMag" }
	{ event 46 162 "" }
	{ event 5004 133 "Weapon_Bar.Magin" }
	{ event 5004 161 "Weapon_Bar.MagHit" }
	{ event 5004 179 "Weapon_Bar.Rattle" }
	fadein 0.2
	fadeout 0.2
	fps 33
}

$Sequence "base_sprint" {
	"v_bar_anims\base_sprint.smd"
	activity "ACT_VM_SPRINT_IDLE" 1
	fadein 0.2
	fadeout 0.2
	fps 31.5
	loop
}

$Sequence "iron_fire_1" {
	"v_bar_anims\iron_fire_1.smd"
	activity "ACT_VM_PRIMARYATTACK_DEPLOYED" 1
	{ event AE_MUZZLEFLASH 0 "" }
	{ event AE_CL_CREATE_PARTICLE_BRASS 1 "" }
	fadein 0.2
	fadeout 0.2
	snap
	fps 30
}

$Sequence "iron_fire_2" {
	"v_bar_anims\iron_fire_2.smd"
	activity "ACT_VM_PRIMARYATTACK_DEPLOYED" 1
	{ event AE_MUZZLEFLASH 0 "" }
	{ event AE_CL_CREATE_PARTICLE_BRASS 1 "" }
	fadein 0.2
	fadeout 0.2
	snap
	fps 30
}


Anyone have any clue what is causing this and what I can do to fix it?