My example that IMVU's update to the avatar skeletons HAS NO EFFECT
on old products, and DOES NOT address the problems with 2 bones in
the avatar's left hand having the same "lfFingerRing02" name.

The issue seems to be either with the exporters, or the client itself.

There are 3 solid color triangle meshes aligned and weighed to each of
the avatar's ring fingers:

lfFingerRing01
lfFingerRing01(which i supposed to be named lfFingerRing02)
lfFingerRing03

The GREEN triangles represent lfFingerRing01.

The RED triangles represent the bone that's supposed to be named
lfFingerRing02. THIS is the problem bone.

The BLUE triangles represent lfFingerRing03.

In addition, there are 2 variants of each mesh available in the drop down
box: one exported using the OLD Max 7 skeleton, and another
exported with a "FIXED" Max 7 skeleton.

3 skeleton files are embedded in this avatar: the OLD Max 7 skeleton, a
"fixed Max 7 skeleton with the names resolved, and the NEW Max 2010
skeleton IMVU provided with the bone names resolved.

HOW DO I USE THIS?

Derive it, use the 2 embedded actions, testring and testringnew, and
the embedded skeleton and mesh files to test and experiment with the
ring finger issue; i encourage both Creators and IMVU Staff to use this
as they see fit to understand and address this issue.

Note that NO COMBINATION of skeleton file, animation files, or mesh
files causes the RED triangle to move separately, tho it appears to do so
in idle poses.

Click here for the source files for this product.

Source files for this product can be found here. Profit is set to 0 for obvious reasons.

I hope this clarifies things.