Thanks for the response Optimo
I use Maya 2018.
Does this mean you get accurate results when you move/scale the collision joints in maya? I'm not sure what part of my workflow would helpful, but I'll try to mention everything.
I start by importing the fitted mesh skeleton into a Maya scene, followed by my character model.
Modifications are then made to the skeleton, removing joints I dont need, like collision joints i dont plan on using.
I adjust the position on joints a bit to match my character model, then do a test Bind Skin. I'll attach a screenshot of my bind skin settings.
At this point, I always upload to SL to make sure it recognizes the joints/skeleton, and to ensure nothings oriented improperly.
Back in Maya, I start painting & refining weights, and this is basically the stage I'm stuck at now, unable to figure out what the SL shape sliders do to the collision joints to increase/decrease the size of the mesh. Belly Test
I'm attaching a screenshot to show the difference between SL and Maya. I added the values mentioned in my original post to the BELLY joint. I'll show the channel box for BELLY as well.
The weights applied to the belly are just for testing, so they're really rough but it showcases the problem. I'm having. Hopefully this helps!
What do you do to test your collision joints?