Hi. The uv_0 has no say in how the mesh moves or morphs. What changed was the pose of the sim and the shape of the body.
The issue is caused by the difference in how that dress and the tops are rigged and vertex painted.
This is how the mesh is affected by b__Spine0__. As you see, the skirt is affected less
If you will sample the color on the skirt where it overlaps with the top, you'll see that it is vertex painted with 3fff00 while the top is vertex painted with 00ff00, they morph differently.
To fix it, you need to either re-transfer the weights from a very tight dress and re-paint it or make a skirt the way maxis does.
If you're going to choose the first option, select everything and remove doubles first, vertex paint the dress
like this, transfer the weights, then
remove the unused ones, then split the sharp edges again
Also, you have overlapping geometry in the calf area, removing doubles will fix it
To make things the maxis way, and i suggest you to always do things the maxis way, you need to delete that overlapping part of the skirt and achieve the higher waist through texture.
This way no top will clip into the skirt
- make a top selectable, make the wireframe visible;
- select the skirt, disable limit selection to visible, delete the top edge loop, enable snapping to vertex, snap every vertex to the top;
- select the top, shift-select the skirt, in uv editor View - draw other objects. Now you'll see the top's uvs;
- enable sync, see the random uv islands in the arm area? move it away from there. Then select the skirt's uvs and make them bigger. Make them fit the space between the top and the legs uvs;
- your texture must go in the space i underlined with white, it must be in the top area
- re-do vertex paint, remove doubles on the legs. You might have to re-do weights, but check in-game first