Can't seem to actually find the scene. I'll try reimporting and see how that goes. Might've just had an issue and didn't import everything. Or it got lost in the rest of the workload of my avatar working project. LOL.
Ah okay. I did figure out a good fix for it, though. Bring the models through Blender first and specifically use CATS Blender plugin to fix the model. Works wonders for MMD, and apparently it also works wonders for the complex rigs from the Frostbite Engine.
Would be nice to have some direction on how to actually assemble everything. I mean, it's neatly all in folders, but there are so many materials, textures, etc, that it's really annoying trying to figure out what goes where, what attaches to what, etc.
So, initial blend shapes work and all that is pretty solid. Though, even for desktop play, this doesn't use any of the proper methods of doing gesture overrides. That's why the existing ones are broken (and bound entirely to the forearm). Gesture overrides using props shouldn't be done using blend shapes at all. It's inefficient at best. Just a short bit of info for avatar creation going forward. Plenty of resources for the basics of gesture overrides, after all. : )
I should mention that this model is actually super broken. The materials are messed up and, worse than that, the bones are very broken. None appear to be connected to each other and they are all just sitting horizontally across the board. Likewise, I'm not sure what is causing it, but actually importing this into my Unity working world for VRChat would break the SDK and require deleting and reimporting of it to work again.
So, while it's rigged and technically good to be brought right into VRChat, it has many problems with it. For starters, the rig is kinda broken in the hands. A bit wonky on the fingers as it is, but the right thumb is a bit more-so. Likewise, the left thumb isn't even weight painted and therefore doesn't work at all. To make matters worse, though, the geometry is broken as all hell in places. It looks like a full solid mesh on the surface, but there are more than 6000 vertices that are unnecessary. Specifically in that there are edges overlapping with each other that aren't connected, even though they appear connected. I've had to do a lot of work on this particular avatar just to reduce some of these problems.