Avatar items with extreme bones are permitted

When two meshes are combined in a certain way on a Humanoid, they allow the mesh’s bones to render far outside the bounds of what is normal. The first mesh (ID: 104187168597127) has a T-shirt and a hidden tank model which is bound to the bones in the Head (Chin, RightLowerOuterMouth, LeftUpperOuterMouth, RightInnerBrow, LeftOuterBrow). By itself, this looks benign when imported into eg blender, it’s a shirt with a small tank inside.

Subsequently, another mesh (ID: 111642877036821) is a head containing various FACS bones, with some of those offsets set to extreme values - here, I measured 542.5 studs. Then, the tank from the shirt mesh gets pulled out to these bones, it renders as a massive image.

I have attached a place file reproducing this with a Humanoid and these two meshes. Here is an image I captured from that place:

massiveavatar.rbxl (136.9 KB)

Downloads of the meshes I used:
meshes.zip (149.9 KB)

The marketplace avatar items with these meshes are:

  • 86203899316576 - face
  • 89545426387233 - shirt + tank

Expected behavior

I expect mesh boundaries to be clamped to a reasonable level on uploaded avatar items so that they cannot be rendered like this.

Hello!

Are you able to reproduce this with UGC Marketplace published assets? Or just assets in Studio/game?

Best,

yungzrk

Hey there, I linked the marketplace asset IDs I downloaded the meshes from in the post, they are 86203899316576 for the face, and 89545426387233 for the shirt + tank. These are currently live assets in the marketplace.

Thanks for reporting this. The issue seems happens on the clothing itself and it is no longer passing our validation. This item should be off marketplace soon.