

If you're using Blender, there's no fix for this since it's bindpose unaware. But it makes things a lot harder to develop clothing. I suppose this was done intentionally, to protect the mesh body from re-sale. However, i found that the Belleza Jake model does NOT provide actual male skeleton joint scaling on its limbs (which should vary between 1.15 to 1.34, while they clearly show a scale of 1 on all axis like the female neutral shape) and that a few collision volume bones have a scale set to none of the actual shape sliders value (they are scaled smaller in one axis than any possible shape combination you can attempt by using the shape sliders).

Which is a behavior inherited from how Maya handles rigs. The problem is that the shapes in SL derive from scaling the joints, and the collision volume bones work on scale and position. Now, i presume that your devkit was an fbx applied in Blender/Avastar. I have that devkit for Maya, which is the original application it was made in/for. I have the beauty kit, and I make a shirt, I make the equipment.īut then to the body within this second life, the clothing is away from the body.
