
In the early, pre-mesh days of Second Life (before 2011), avatar clothing designers had it pretty easy. All clothing for the classic, system avatars was applied on overlapping layers, with extra prims for features like sleeves and collars and flexiprims to simulate flowing clothing like skirts and cloaks. It was simple, everybody knew how to use it, and best of all, it worked with any combination of avatar body sliders: fat, thin, muscular, short, tall…
When mesh clothing started to make an appearance, around 2011, it was still mostly designed for classic, system avatars. With the addition of an alpha which removed the parts of your body covered by the outfit, it still worked well. Clothing creators pretty much adhered to the agreed-upon five “standard sizes” for classic avatars, which meant that if your avatar was one of these five sizes (i.e. adjusted to fit a specific predefined set of body slider numbers), your clothing pretty much fit you perfectly. A more complicated system, but still fairly easy to understand and use.
However, with the advent of mesh avatar bodies, avatar fashion designers faced a much more daunting task. Clothing makers now had to learn how to rig their outfits for an ever-growing, seemingly endless number of mesh bodies. Even worse, clothing rigged for a specific mesh body might not work with a different mesh body!
Strawberry Singh used to run an annual mesh body parts survey, and the results of the 2018 survey showed the most popular options at that time:
Women’s Mesh Bodies
- Maitreya Lara
- Belleza Freya, Isis, and Venus
- Slink Physique and Hourglass
- Abar eBody Classic and Curvy
- Tonic Fine and Curvy
- Altamura
- Kemono
- V-Tech for Maitreya
- Ocacin Standard and Voluptuous
Men’s Mesh Bodies
- Belleza Jake
- Singature Gianni and Geralt
- Slink Physique
- EXMACHINA Davide
- Altamura
That’s a whopping 15 options for women and 6 for men! Most avatar fashion designers decided to deal with this situation by restricting the mesh bodies that they would design for.
In most cases, for women’s clothing, this has meant rigging for only six of the most popular mesh bodies:
- Maitreya Lara
- Belleza Freya
- Belleza Isis
- Belleza Venus
- Slink Physique
- Slink Hourglass
(An increasing number of designers are now also creating clothing to fit the new Legacy avatar by The Mesh Project, in come cases dropping one of the “top Six” mesh bodies listed above to incorporate it.)
Obviously, this situation in Second Life is far from ideal, either for creators or consumers. Newer mesh body creators like Altamura must feel like they’re bashing their head against a brick wall trying to get designers to create clothing specifically for their bodies.
Linden Lab wants to avoid this nightmare in Sansar, by eventually releasing a completely adjustable human(oid) avatar on which all Marvelous-Designer-created clothing will fit. However, at a recent in-world Product Meetup, it was revealed that Marvelous Designer clothing is limited in how much it can be adjusted. For example, while it can be easily scaled (resized), it will not be possible to make just the sleeves of shirts or just the legs of pants longer, for example.
At the moment, we are all in an uncomfortable interim situation with human avatars in Sansar, waiting for the full body deformation capabilities that Linden Lab tells us is coming within the next 4-6 months.
In the meantime, we are already beginning to see some Sansar avatar fashion designers start to make multiple versions of clothing for different popular custom avatars (which are non-adjustable/static), like this Harley Quinn outfit from Daisy Winthorpe:

In addition to a version for the new Avatar 2.0 female body, Daisy has released versions for Fabeeo Breen’s Daphne custom avatar and Cora’s line of Alina custom avatars:

Frankly, until Linden Lab releases the final version of its human avatars with full body deformation features, I am reluctant to buy any clothing from the Sansar Store. There is also going to be a trial-and-error period where we figure out what works and what doesn’t with these upcoming avatars. Hopefully, incorporating Marvelous Designer clothing will still prove to be a satisfactory solution for most people.
Linden Lab is working hard to try and save avatar clothing designers from the problems that have occurred in Second Life with multiple competing brands of mesh bodies. However, it might still happen that we will see the same problems happen all over again in Sansar. Only time will tell. Let’s keep our fingers crossed and hope for the best.