Appearance Editor and affected bones
Just starting on this list, expect stuff to be missing, totally wrong, unlinked and ugly. It'll get better.
This is (OK, will be) a cross reference between the viewer's shape editor and character/avatar_lad.xml. Hopefully it will make rigging to fitted mesh a little easier to follow.
Bones with an "m" prefix like mCollarLeft are the bones used with "traditional" SL mesh rigging.
Bones in caps and bold like L_CLAVICLE are the collision volumes used with fitted mesh.
|ID||Shape slider||Bones affected|
|33||Height||mNeck, mCollarLeft, mCollarRight, mShoulderLeft, mShoulderRight, mElbowLeft, mElbowRight, mChest, mTorso, mPelvis, mHipLeft, mHipRight, mKneeLeft, mKneeRight|
|34||Body Thickness||mNeck, mCollarLeft, mCollarRight, mShoulderLeft, mShoulderRight, mElbowLeft, mElbowRight, mChest, mTorso, mPelvis, mHipLeft, mHipRight, mKneeLeft, mKneeRight|
|637||Body Fat||CHEST, PELVIS, UPPER_BACK, LOWER_BACK, LEFT_HANDLE, RIGHT_HANDLE, LEFT_PEC, RIGHT_PEC, BELLY, L_CLAVICLE, L_UPPER_ARM, L_LOWER_ARM, R_CLAVICLE, R_UPPER_ARM, R_LOWER_ARM, NECK, HEAD|
|11001||Hover||none, it raises and lowers the avatar root position|
|655||Head Size||mSkull, mHead, mEyeLeft, mEyeRight|