Eh, I'm not very good at writing tutorials, so here's a terrible mini guide instead.
I'm gonna be using 3ds Max10 for this example
Alright, I'll assume that some people may need help with models like this in the future.
Notice his legs kinda cross over each other.
Now if you just go ahead, and rig it, chances are you're gonna run into this.
Yeap, parts of the legs are following each other. So let's correct that.
First enter the wireframe viewpoint. (trust me, it makes it much easier. xD) what you're gonna do now is just weight the vertices to the appropriate legs.
It will require some guessing so just be warned.
So that they look like this in the end.
and if your feet are webbed together as well, then just do the same steps for them, it'll work. xD Also, if you are about to export it with the 'Vertex weld' modifier, put the value to 0.001
Now, if you've followed this lazy guide and managed to fix the webbed feet and legs on your model, then you've just made Red Veemon a very happy Digimon.
Alrighty so Emil is basically done. But he still has this nasty issue in game >.> Also for those wondering why the texture looks a little odd in the preview near his waist I had to make some compromises of making that look not perfect so that I could make the legs look okay during animations. It's pretty unnoticeable in game while fighting but you will see it close up. Anyway that's where Emil stands.
Hmm.... was the texture imported as something other than CMPR and does it have a pallete?