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And i can't tell you where you messed up without seeing what you have done.
But my first guess is that you are making a player model that uses proportion trick.
For the proportion trick you need to pose the armature into a new pose.
So, I am guessing that you might not have "applied the pose as rest pose" so you were building your procedural bone data on some random pose that isn't its rest pose, which might make things look weird.
2. no, the <trigger> is always followed by a 90. you simply add more triggers where the rotation is just larger.
1) Is it normal for the driver bone to be invisible in SFM? I can still select it on the viewport though. (I was testing)
2) So let's say, I want a driver bone to rotate to 150 degrees with 75 degrees in between. Should the triggers would look like these?
<trigger> 90 .... //reference
<trigger> 75 .... //driver bone at 75 degree
<trigger> 150 .... //driver bone at 150 degree
But I haven't actually tested this.