Second Life Mesh Avatar Bosom Comparison

Your avatar’s bosom is a very personal thing. Somewhere that gets a lot of attention and has a lot of self-identity wrapped around feeling naturally you. Only makes sense that getting a mesh body that looks “right” here can be very important.

This is also the area where the different mesh bodies seem to have the greatest amount of variation between brands. I have discarded more choices over how they conveyed this part of the anatomy than any other area. If it doesn’t look ‘right’, if it doesn’t move ‘right’ with avatar physics, it just isn’t me.

I’ve taken comparison screenshots of the bosoms of the Second Life fit-mesh avatars I own from the front and side, at the sizes of 30, 50, 75, and 100 in both ‘breast size’ and ‘buoyancy’.

I think it helps illustrate how different bodies perform.

This may help some in making choices between different mesh bodies.

Here you can see which of them ‘break’ at the larger extreme, as well as just how large each can get. I find that all but Belleza and The Mesh Project (TMP) break in the side view at much of these size ranges. And only those two brands plus Banned can handle size 30. While only those first two brands plus SalinA can handle size 100 (though SalinA at size 100 is comic-bookish, it still holds together the shape of its proper ‘design theory’).

All but the TMP one use an old freebie texture I used to give out, that is, well, too low quality to even be a freebie in today’s SL. TMP doesn’t allow people to make appliers for it unless they get on a very select approved list – no Omega system… so I had to use one of their appliers. It may look better, but that should be a massive red flag as it means you cannot use most skins you might want to use.

I’ve done the cheap texture for three reasons:

  • First in that I fully own it so I could hand it out to all my alts and anyone else who wants it for testing – letting me get a uniform look across all but TMP.
  • Second this texture doesn’t have anything in it to enhance the look of the bosom, so you can compare the the shape of the mesh itself, and not the tricks we all use to make it look better.
  • Third because it is not as ‘nice looking’ I’m hoping to avoid some of the common issues with SL Men who… have a very notable inability to control their own behavior upon seeing visuals of women… (as I noted recently in a post on my flickr, since rejoining SL Nudism, my mute list has been steadily gaining more and more male entries). Comments to this article from people who lack self-control will be moderated.

I’m putting this below a ‘fold’ so that people need to click in as the content is even more ‘in your face’ that the visuals in many of my other posts.

See below for some thumbnails, click them for the full sized images on flickr (because my blog’s stylesheet forces all images to no wider than 650 pixels).

New fullperms Freebies out: Belleza Freya and Isis Proportionaate Shapes and Physics Kits

I know its been a year since I’ve updated my blog and I’ve still yet to get around to doing new reviews of mesh bodies…

However that said, I’ve put out two new freebies:

One for Belleza Freya:

And one for Belleza Isis:

Please go get a copy, and hand it out to people as desired.


This kits include, as pasted from the notecard included with the kit:

3 Shapes for Belleza Freya or 3 Shapes for Belleza Isis
– They vary in bosom size, and with each of those I’ve also adjusted the butt, saddle bags, and some muscle.

1 “Zion Kitty Multi-Posing Stand”
– This will give you some handy poses for editing yourself or worn attachments.

5 Props to wear on “Avatar Center”
– These will let you see your proportions, handy if you change these shapes or make your own proportionate shapes. As long as you stretch these uniformly, they can be used to tell if an adult avatar is proportionate regardless of how tall or short it is. They will work regardless of the gender of the avatar.

3 Physics Files
One for normal clothing, one for more firm clothing that holds body motion in place, and one for nude, bikini, and the like unconstrained motion. These will need adjustment to your personal preferences, but should be useful for getting started.

Finally there is a long winded notecard with the instructions above (in more detail) and a list of what shape dials can be modified without losing proportions.

Some tips from that notecard:
When adjusting your own shape, these are the shape dials you can mess with without messing up the proportions this kit helps with:

All dials from:

These individual dials:

Forehead Angle
Brow Size
Upper Cheeks
Lower Cheeks
Cheek Bones

Chin Angle – somewhat… it will slightly change your head size. But minor tweaks are OK.
Jaw Shape
Chin Depth
Jaw Angle – Same issue as Chin Angle
Jaw Jut
Chin Cleft
Upper Chin Cleft
Chin-Neck – Same issue as Chin Angle

Torso Muscle – this will slightly effect the way we test body width, but it is safe to ignore that impact.

Neck Thickness
Breast Size
Breast Buoyancy
Breast Cleavage
Love Handles
Belly Size
Leg Muscles – Won’t effect my “tests” by extreme values “in isolation” are not proportional.
Hip Width – Won’t effect my “tests” by extreme values “in isolation” are not proportional.
Butt Size
Saddle Bags – Won’t effect my “tests” by extreme values “in isolation” are not proportional.
Knee Angle

Foot Size – this dial doesn’t work on the Belleza Body. The Belleza Body’s foot is about 1/4th of a toe too big for these shapes, perfect for an avatar about 1-3″ inches taller, and too small for any shape over that height. But at the height of this kit’s shapes, any issues are so small you won’t notice them unless purposefully testing them like I did for making this kit. I didn’t even know this until I prepared this notecard… In other words, don’t worry about it. 🙂

Any “male specific” dials are safe to adjust.

If you adjust any other dials, you will need to use the props or a healthy pile of rulers to retest your proportions. 🙂

You have my permission to give the contents of this kit out, include it in things, use it as a base for your own shapes (free or commercially sold) and so on. No need to ask. I want to help as many people as possible get their shape proportionate and yet also customized to their self-identity, so I’m all for seeing the items in this spread around.

So not only do you have my blessing to hand this out, but I’m hoping you do so.

And so yeah… I’m a BIG fan of mesh bodies. It might be obvious that a year after my last review, I’ve now since settled on the Belleza Mesh avatar, specifically the Freya body, but both bodies are very high quality. The shapes will more or less work on most bodies – and the included props should help you fix any lingering issues.

Why does this kit have so much more “loot” than my kit for standard sizes? Because that was made in 2011 and this is made in 2015, and I’ve learned a few tricks to make measuring proportions easier. 🙂

Do Disproportionate Avatars Lead ‘Normal People’ To Leave SL?

EDIT: This is about proportion. Not height save for where it is disproportionate. If you think this is a ‘height police’ article, try to remember the last time someone was denied access to a venue for being too tall. Some folks are using that term, ‘height police’, backwards.

The basic question is: Do the severely disproportionate avatars that make up the majority of Second Life create a low-key alienation that causes people, especially newbies, to leave SL?

In an article on building by scale or eyeballing, the origins of the distorted and wacky stretched avatars in SL came up.
(Ok, the commenter just made a comment about the height, and Penny’s argument that smaller avatars get back more land, then linked to me, so it showed up on my referrers this morning.)

I believe LLs didn’t set the default height – residents did. I could be wrong because if Ruth is a giant, then the blame might rightly be on LLs.

We -CAN- blame them for the horrible anatomy, and the sliders all having the wrong ranges (such as female arms only being normal at 90+). While we can credit them for having given us so much amazing customization, they did it with notable flaws. At the time they started SL, I was in the Poser community and there was keen awareness of anatomy in 3D models. There were a -LOT- of people putting out human meshs. Some for free. Most of them would have -LOVED- to pad their resumes with “I’m the person who made that avatar for SL.” But somehow LLs got a base avatar made by someone who clearly flunked Mrs. Frankenstein’s 7th grade art class. Hmmm…. or maybe that’s the one art class they passed…

As to freakish heights and all the distorted shapes in SL… We residents can hold the blame for that.

People lacking a meter on the editor, and being new and so not knowing to rez a prim. Plus, not knowing what metric means… (my assumptions) people just got it wrong.

My guess is they wanted to be ‘big and cool’ so they slid the dial all the way up. Next person comes along and wants to be ‘bigger and more bad’ so matches, and then slides up the leg slider as well…

And so on, until we hit today were half these avatars have all the dials that can add to height maxed out.

The end result is all of the Baketballer T-rex avatars we have in SL now. Male and females. 99% of them have T-rex arms. If you’re a female avatar above 5’7″ or so, it is impossible to -NOT- have T-rex arms.

But that was 2003, this is 2012. No excuses left. Yet “professional” shape makers are the absolute WORST people in SL at making shapes. The more expensive the shape, the more horrid the anatomy. Want a good super looking and amazing shape? Go grab a rezzday noob, put them in front of Penny’s or my proportion guide (or pad your results and make them read both), then take the result. It’ll be better than 90% of the grid. Even if its tall. :p

Ok… but we know that won’t happen… we have what we have, and it looks horrible and jarring to the eyes.

The alienation issue:
Anyone used to looking at real life art, anatomy, or even with a good eye for visual composition will notice this and end up a bit alienated in SL.

Sometimes I suspect the reason so many people in SL have strange personality quirks is that “normal folks” find SL visually jarring due to how distorted the avatars are. :p
– They see it, but aren’t trained to recognize it, so it gives them a reverse-uncanny-valley effect of alienation, and they don’t realize how easy it is to correct, so they leave after a bit proclaiming other reasons like “SL plays weird.”

We have even Phillips Rosedale claiming we’re all a bunch of sad pathetic freaks. Ok I exaggerate – but his comment was not exactly stellar… And he’s also tried to say SL is successful, but we users have no imagination.

– If we try to parse that out of the way tech geeks speak, which tends to be harsh, blunt, and more critical than they intend (if a tech geek thinks something is mildly dull, they will call it pathetic. Very common among them to over-criticize. You might see me doing that here, and realize that I’ve been working with tech geeks for almost 3 decades now… it rubs off).

What we might end up with is that he thinks SL’s users are a little off from the range of normal. But we also desperately want to be normal. Ie: We’re not proud of what we are.
– But because we have a distorted sense of things, maybe a lot of SL users really -CAN’T- see that their avatars look freakish (see also).

A friend of mine with very strong aspergers has tried to be an artist a few times – but the work always comes out surreal, taking my eye to point out why others are not seeing what was intended. On the other hand some of the most amazing art in history was made by people who were not ‘handicapped’, but actually deranged.
– SLs users are not insane. Well… most of them are not. But they are ‘special people.’ And not in the way your kindergarten teacher meant.

There are a lot of extreme individualists here, A lot of people with anger issues, and a lot of people with extremely strong preferences for things “polite society” looks strangely upon.

So now, my giant leap in logic is to assume this comes out in the shapes of avatars. Or more precisely, the inability to see when the shape is distorted and “wrong” on a scientific, anatomical level. People with a level of disconnect with socialization, end up less able to see when something which is a social cue is off-kilter. It doesn’t alienate them the same way it alienates “the masses.”

SL is a surreal freakshow to walk through most of the time. And I’m not talking about the art builds. But normal everyday everywhere SL. Its a freakshow looking at the tall spindly avatars with skinny unreal frames and giant butts, frowns, fish-lips, and so on.

I suspect this is very off-putting to so-called “normal” folks.

As long as we have these freakish avatars there’s visual alienation going on in SL. And not talking about the furries here… I’m talking about the Fashionistas. The 7-foot tall legs up to the sky but skinnier than a pencil with a rear end the size of Texas…

Consider that slight high pitched whine coming out of electronics when something in the frequency is just a tad off. Over a few hours of sitting around it, you can get a headache, and then you start to get moody, you start to lose focus on what you were up to, and maybe you end up leaving or not getting something done, or having an argument with someone there… and while you think it was because of what they did, or because you didn’t sleep well, or you had other things on your mind… it all came back to that little whine jolting you slightly out of your comfort zone.

People can look at furries, aliens, animals, cartoon characters, and so on – and accept its different and -MEANT TO BE DIFFERENT-. They then jump into or away from it or don’t care. But when they look at something meant to be identifiably human and alike to them, but its got this ‘low key something is off’ about it. Something they can see, but lack training to explain…
– They get tossed out of their comfort zone. Over time the annoyance builds up, and then they give up.

Having tried some MMOs with bad 3D models before, and being slightly art-trained, I’ve a keen sense for when “the look isn’t right” and knowing why. Most people can get the first half of that – feel its not right. But not the why. But I’ve seen some things rapidly lose their audience because the visual was not right. Other things may have subpar content, but capture amazing audiences because the visual is tight and iconic.

SLs visual is off.

The anatomy is so poor, and the avatars so often off… and I suspect this is one major and yet largely unrecognized reason for the poor retention of new users.

But the solution (assuming you believe my idea is somewhat correct)… that’s going to take one person at a time, until a critical mass is reached. And its unlikely to occur anytime soon.

If you start with good body proportions:
literally -EVERYTHING ELSE- just falls into place.

  • Animations from motion capture work better (but those made inside of SL with anypose work worse).
  • You get more land usage back
  • Your mesh costs less Land Impact when scaled down
  • Your avatar starts to feel more ‘real’ looking and so more comforting, even when its a furry.
  • You get to lecture people about not being a child avatar. :p
  • You stop alienating the noobs, newbs, and others around you with your wacky anatomy. :p

Getting good Body Proportions in Second Life

Prelude: It is all about you, and what makes you happy.

At the end of the day the shape you end up with must be one that makes you happy and feels like your ‘fantasy self’. You will be looking at this ‘freak of an avatar’ every single time you log in… so it needs to be your freak out, and not anybody else’s.

That is why I feel it is super important for people to make their own shapes. Yes I put out some free shapes – they are meant to help someone get started, not to be used. Your shape must be YOU. It needs to make only you happy, not me, not that guy in the place you hang out in, not your best friend. Just you.

Take everything below as a set of tools to help you find yourself, not as me telling you what shape to have. These tools are just how to do ‘human anatomy’ as best as the SL tools let me figure it out – which is not perfect. In art classes they often say that the people who understand anatomy best are the ones who have done amazing changes to it. Like Picasso and Salvador Dalí. Knowing what something is like in ‘reality’ lets you make it different in a way that triggers the imagination. So I figure that if you can do human anatomy… then you can change to what you want… rather than being frustrated with an image in your mind that you can’t seem to get to show up on the screen.

I don’t expect you to be ‘the perfect example of human anatomy’. What I do expect is for you to feel “I am so happy with how my avatar looks, it looks exactly as I was imagining.”

Be you. Use this guide just to help find that.

For more information, I have a whole category on this subject, and how to improve your shape.

I have two freebies based on this guide:

For Mesh Body users of the Belleza Freya Body:

The same kit for users of Maitreya:

For default body avatars:

This began as a re-phrasing of a guide posted on the old official forums by Penny Patton, but has taken off from there with my own thoughts and style. The forums have a habit of disappearing or getting buried, so I wanted to make a blog post with the same general advice. I know, only in SL would anyone consider a blog to have more viability of lasting than the actual official forum…

That said, it appears others have been at this even longer than either Penny or I, but with a bit of a different take.

Apart from the issue of proper height in Second Life, over which there is oddly no agreement… most avatars in Second Life have grossly improper proportions.

Proportions are not something you can really debate – you’ve either got them right or you’ve got them wrong and its basic anatomical science over which you have.

But in SL so few people have any artistic or medical training, and the dials for avatar shape editing are grossly improperly adjusted. Proper proportions can often only be achieved by values of under 10 or over 90… if at all. Put simply whoever made the mesh we’re all stuck with had even less artistic training than a pack of kindergarteners. There are ‘free’ meshes in the 3D community that do a better job.

Having good proportions will make your avatar look -AND- animate better. Any motion capture animations in SL were made by… more likely humans than Orangutans or Lemurs. I don’t know… I could be wrong, but I’m going to just guess that the average motion capture studio hires human dancers and not the zoo crew. So if you have human proportions, you’ll animate a little more like the motion capture itself intended (barring the limits of the badly put together SL mesh).

So its time to learn how to ‘dial away from 50’ and get an avatar that looks regardless of height chosen.

You’re going to want to do a few basic things first. Get yourself a pose stand with a T-Pose and an arms at sides pose. You can get my free one at my shop or on Marketplace. Get on it, and go into preferences here and un-check the box for appearance:
Un-check Appearance on the Automatic Position Section.
That will let you switch between appearance editing and prim editing without hopping off the posestand or having your camera move. You can always recheck the box later if desired.

(A careful observer will notice that my avatar started these screenshots slightly out of proportion, and I improve as I work my way down.)

Start by learning your head size:
Head Sized Prim

Take off your hair. Make a prim and size it to be from your chin to the top of your head. Be as accurate as you can be – but human variety is often slightly off of perfection, so don’t sweat too fine of details.

Now find out how many heads tall you are. Take that same prim and copy clone it down until you go past your feet:
7.5 Heads of Height.
You want to be between 7 and 8 heads tall, For a short look you can reach down to 6 or 6 and a half – though you will start looking odd in doing this (and this is not the proper way to make someone who has naturally short stature – that would take more complex adjustments of the SL dials than simply counting heads). Attractive people tend to be closer to 8 heads – even short attractive people, but by contrast Asians who are often considered attractive tend to be on the lower end of the scale. Going above 8 can make you look cartoonish – and on the SL mesh, usually in a bad way. Make your head bigger or smaller until this works out right for you.

The hardest part comes next and it is likely to cause you to have to redo some of the above a few times until it is all just right. Now we need to get your ratio of torso-legs right. Your legs should be half of your height.

Start by finding your current height. Take a prim and stretch it from the soles of your feet to the tip of your head:
Avatar Height
Now cut that prim in half. If you place the new half prim so it starts at the soles of your feet, you want it to reach to your crotch. Good luck because this almost never happens on the first try.
This should go to the top of the crotch, not the base – the image here needs to be corrected.

Now stack a copy of it on top. The top prim should go from your crotch to the top of your head. Sounds easy, but adjusting everything until this works well, takes work.

You need to keep tweaking until you have two equal prims that meet at your crotch. Yes that really is the focal point of the human body and not just because guys keep staring at it:

In tweaking this you’re going to be working with neck length, leg length, and hip length for the most part. Height will adjust overall body height. Torso height may or may not adjust your upper half, it worked for me but I’ve read that it doesn’t work. You can also adjust head size, but do that and you have to start the entire process over again.

Be careful not to give yourself a funny squashed or swan neck. It will be tempting as its one of the easier dials to use to get the ratio right.

Now you should find your body width. Take that head prim and stack a copy of it side by side. Put them over your body:
Body Width
You should be 2 heads wide from arm to arm.
You can see I’m a little thin here.
Keep in mind here that males have broader shoulders than females. For a man adjust shoulders slightly up, for a woman slightly down. Avoid the comical extreme seen on so many SL men. If you ask SL women what makes an attractive male, those extremes are not him (The Bishounen look seems to get the most female interest – if you want to be a lady’s man, go Bishounen with a dapper stylish outfit and use cool artsy backdrops in your screenshots for extra ‘drooling’ factor – just look at any Vampire TV show these days, the lead boys all have Bishy-bodies).

Next comes hand size. One of the major ‘lol’ issues with SL men is tiny hands… How can you tell a noob shape or noob shape maker – look at the hands first. In my screenshots I’m taking off my furry paws for a moment here so you can see this how most of you will deal with it:
Hand Size
You will want your hand from the base of your palm to the tips of your fingers to be the same size as the distance between your chin and midway between your brows and ‘hairline’. I’m guessing my hairline on this one. Again men have slightly thicker hands and women slightly daintier – but use extreme care in deviating here: the hand size slider doesn’t adjust for thick / width / muscle, just size all around. A little bit goes a long way.

Note the comment about thicker versus daintier – this is why all avatars in SecondLife have MAN HANDS… there is no ‘hand muscle / thickness’ slider… so no matter how big or small you go, it will still look mannish. A big mistake many women make is thinking female hands are smaller. They’re not so much smaller overall, as smaller in the muscle / palm / width. The shape is different, and SecondLife doesn’t let you fix that.

Now comes your arm length (wingspan). This is the spot where most of you will revolt and call all this human anatomy stuff bat-crazy nonsense. Your arms from finger tip to finger tip when stretched out in a T-pose, should be the same length as the height of your body. It will look utterly crazy for about 3-5 minutes after you hit save and walk around – but as soon as you ‘get over SL’ for a moment you’ll blink and suddenly realize you look ‘human’ for the first time ever in SL, and then you’ll start noticing all the T-rex people around you. If you just can’t handle the new arm length, dial it down a tiny bit. But chances are this step took your arms to 90-100. If so, don’t go down by more than 10.
Arm Length - Wingspan

Finally do your feet for when barefoot. Make the feet the same size as the length of your forearm. Obviously if you use rigged mesh feet, you’ll be out of luck on this one – but if those feet “look normal enough” this is one area where you can probably get by being a little off.

This should not be correct at foot size 0, but it was for me. I have no idea why.

EDIT: later I found the 0 was working due to some old neko mods I had. After mesh bodies came out, I found for a long time my proper value was closer to 33. On Maitreya you will find it will be close to but not exactly 25 – yet you should use 25 anyway if you wear any shoes made before August of 2020 as before that point Maitreya feet could not be resized, and now that they can ’25’ gives the value of the old system.

That’s your foot size when barefoot. Save this prim under a name like ‘Shoe Size’ in inventory and use it to size any shoes you buy. Making shoes you buy just a little bigger as if they had to fit a foot that size inside them. That’s the real reason to do this last step – to find your shoe size. In my opinion the SL bare-feet look horrid no matter what size you give them…
Foot Size
(The SL foot slider just makes them longer, without making the sole or toes thicker, so feet at proper length actually often look worse than smaller feet – a good argument for going shopping to buy some of those rigged mesh feet. If you noticed the screenshots with darker skin, my 2013 avatar, getting mesh feet is exactly what I have now done.)

Now you can get to work and perfect things like body fat, muscle, facial features, and so on to get a desired look.

Proportions By Age
Everything changes a bit when trying to depict a different age for your avatar. I won’t go into length on that, but just leave you with this chart to look over and think about.

Google Images for Anatomy & Proportion

The SL Avatar Dials and what they do:
(Credit for this goes to What the Fug? – Shaping Up – A Shapes Tutorial: Part 2)

Height – adjusts your overall height
Body Thickness – adjusts the relative width of your body
Body Fat – adjusts all-over body fat

Head Size – adjusts the overall size of your head
Head Stretch – stretches your head vertically.
Head Shape – makes your head more square or more round
Egg Head – adjusts your head to be forehead-heavy versus chin-heavy
Head Length – stretches your head from the back of your head to the front of your face
Face Shear – lifts one side of the face versus the other
Forehead Angle – adjusts the slope of your forehead
Brow Size – adjusts the size and protrusion of your brow
Upper Cheeks – adjusts the puffiness of your upper cheeks
Lower Cheeks – adjusts the hollowness of your lower cheeks
Cheek Bones – adjusts the height of your cheekbones

Eye Size – adjusts the overall size of your eyes
Eye Opening – adjusts the vertical opening of your eyes
Eye Spacing – adjusts the space between your eyes
Outer Eye Corner – lifts and lowers the outer corners of your eyes
Inner Eye Corner – lifts and lowers the inner corners of your eyes
Eye Depth – adjust the depth at which your eyes are sunk into your head
Upper Eyelid Fold – lifts and lowers your upper eyelid
Eye Bags – lowers the “bags” under your eye
Puffy Eyelids – adjusts the puffiness of your eye bags
Eyelash Length – adjusts the system eyelash length (set to “0” for prim lashes)
Eye Pop – adjusts the “pop” of either eye.

Ear Size – adjusts the size of your ears
Ear Angle – adjusts the angle from which your ears stick out from your head
Attached Earlobes – adjusts your earlobes to be attached to your head, or have some separation
Ear Tips – adjusts the tips of your ears to be pointed or not

Nose Size – adjusts the size of your nose, extending it out from your face
Nose Width – adjusts the width of your nose at tip mostly
Nostril Width – adjusts the width of your nostrils
Nostril Division – adjusts the length of your septum
Nose Thickness – adjusts how bulbous your nose is
Upper Bridge – adjusts the length out from your face of your nose between your eyes
Lower Bridge – adjusts the length out from your face of your nose above your nose tip
Bridge Width – adjusts the width of your nose between and just below your eyes
Nose Tip Angle – adjusts the upturn ot downturn of your nose
Nose Tip Shape – adjusts the size/shape of your nose tip to be pinched or bulbous
Crooked Nose – adjusts your nose to be shifted from one side to another

Lip Width – adjusts the overall width of your mouth
Lip Fullness – adjusts the size/fullness of your lips
Lip Thickness – adjusts the protrusion/puffiness of your lips
Lip Ratio – adjusts the ratio of lower lip to upper lip
Mouth Position – adjusts the position of your mouth vertically
Mouth Corner – adjusts the corners of your mouth to be upturned or down turned
Lip Cleft Depth – adjusts the depth of your lip cleft (the indentation beneath your septum and the points of your upper lip on either side)
Lip Cleft – adjusts the width of your lip cleft
Shift Mouth – shifts your mouth position from left to right

Chin Angle – adjusts your chin to be drawn in or jut out
Jaw Shape – adjusts your jaw to be pointed or squared
Chin Depth – adjusts the depth (or height) of your chin
Jaw Angle – adjusts the height of your jawline
Jaw Jut – adjusts your “under bite”
Jowls – adjusts your jawline to give it more or less “jowls” (cheek sag)
Chin Cleft – creates a cleft in your chin
Upper Chin Cleft – gives your chin a more square appearance
Chin-Neck – adjusts the underneath of your chin to be more or less saggy

Torso Muscles – adjusts your all-over torso to have a more or less bulky appearance
Neck Thickness – adjusts the thickness/width of your neck
Neck Length – adjusts the length/height of your neck
Shoulders – adjusts how broad your shoulders are
(F)Breast Size – adjusts the size of your breasts
(F)Breast Buoyancy – adjusts the gravitational “sag” of your breasts
(F)Breast Cleavage – adjusts your cleavage, moving your breasts closer together or further apart
(M)Pectorals – adjusts the size/protrusion of a man’s pectoral muscles
Arm Length – adjusts the length of your arms
Hand Size – adjusts your hand size
Torso Length – adjusts the length of your torso (this does not affect height)
Love Handles – adjusts the thickness of your waist
Belly Size – adjusts the size of your belly (useful for creating a pregnant shape)

Leg Muscles – adjusts your legs to give them a more or less bulky appearance
Leg Length – adjusts the length of your legs
Hip Width – adjusts the width of your hips and creates space between your thighs
Hip Length – adjusts the length of your hips/butt
Butt Size – adjusts the size of your butt (abuse of this slider leads to “watermelon ass”)
(M)Package – adjusts the size of a man’s crotch bulge
Saddle Bags – adjusts the “thickness” of your hips
Knee Angle – can be used to give one a more or less knock-kneed appearance
Foot Size – adjusts the size of one’s feet

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