Tonight I uploaded a clothing item that I had to take off-sale due to the skinning being completely off from what it was when I tested the item with both the Avatar Fitting Tool and the Avatar Setup tool.
I ran through the animations, I had my AutoSkin behavior set to disabled because EnabledOverride or EnabledPreserve didn’t seem to work right, and having it disabled seemed to be perfect. Testing my asset in the AFT on different rigs with the rigs going through different animations, showed no clipping.
I understand the Avatar Setup Tool is broken as you have to set up your rig, move the clothing item back into the workspace, then hit playtest, run over the mesh laying on the ground to wear it.
However, I found that the skinning seemed still accurate enough on other assets I have made. I kept my AutoSkin behavior set to disabled, I tested my mesh on different rigs, saw to it that everything looked fantastic in testing.
Note, the image above is displaying the rig while in an Idle animation.
I figured everything was good and well since testing in everything showed no issues, so I published to the marketplace. I wore my clothing item into a new game, and discovered it was clipping, badly. The skinning was all wrong and all off, unlike how it was presenting in studio.
This is how it looks when officially worn by my avatar, in game. There is massive amounts of clipping all over. Not at all how it was when testing in studio.