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.
