This is not an answer to your question; but we used one reasonably generic
hand model and different skins for the different characters; this works
fine if your hand geometry is similar and it's easy to just switch
skinfamilies based on the team.

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> Hello everyone!
> In the mod I am working on, we require several different pairs of hands
> attached to the weapon viewmodels. There shall be several player models
> who shall all carry the same weapon, but obviously with different sets of
> hands.
> Now, the technique we used for this in the id engine was to use tags -
> each hand had a predefined bone which viewmodels could be tagged to. Thus,
> the hands would follow the weapon in first person view.
>
> The same technique is described for world models in Source:
> http://developer.valvesoftware.com/wiki/World_Models
>
> However, I was unable to find any information about tagging viewmodels. I
> opened some of them in the model viewer, but the hand meshes seemed to be
> statically connected to the weapon.
> Does Source even have the possibility to dynamically tag viewmodels?
>
> Any feedback would be highly appreciated. I can't imagine that an advanced
> engine would require making seperate viewmodels for every weapon <->
> player model combination :)
>
> Thanks in advance,
>
> Darth.Hunter
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