I'm wondering whether it's possible to position a model's bones in any position and I'm thinking it might be?
CStudioModelRenderer on the client does a lot of processing of bone positions to implement animation and m_pbonetransform I think stores the positions of the bones, maybe?
It's declaration is
`float (*m_pbonetransform) [ MAXSTUDIOBONES ][ 3 ][ 4 ]`
So each bone has three axes (x, y and z) but I'm not sure what the array of 4 floats at the end is. I think it's a quaternion but I'm not sure what exactly it represents (I never learned quaternions but my understanding was they were a better way of representing positions than the standard vector + angle representation).