Added feature for checking the connections of the LaraSkin object with the LaraJoints object.
The two objects are exported to an MQO file for checking in Metasequoia.
They are exported at 1:1 scale so the vertices are all whole numbers.
The scale in Meta is the same as importing a DXF exported from StrPix at Multiply 1 Digit 2
At this scale the connection vertex on a joint must not differ in position from its corresponding connection vertex on the skin by more than 1 in any axis.

Instructions.
Move slider until the info button(Blue Button top right)shows "7" and press the info button.
If LaraSkin and LaraJoints objects are in the wad you will be prompted to save the MQO.
Use the Move command in ABS mode and click on a connection vertex.
Note the position then click on the corresponding connection vertex in the adjoining mesh.
If the positions differ by 1 in any axis (x,y,z) the meshes will not join in game.
The numbers next to the object names in Metasequoia are the mesh numbers, same as in StrPix.

The following instructions are for the shareware version of Metasequoia only and may not work since little testing was done.

If the meshes are not connecting you can make the changes by moving vertices or whole meshes but make sure the vertices are still positioned on whole numbers. 
Take care not to move the local axis.

Select the mesh object and make sure it is the only visible mesh.
Press "Local" in the command panel and then press "Property".
Change the Local position x,y,z to all 0 and save the MQO to a different name.
With the same wad opened in editwad that you exported the skin from, press the green "Load from MQO" button in the "New Mesh" panel and select the MQO you just saved.

All visible meshes in the MQO will be imported.

Select the mesh to be replaced by double clicking on it in the left hand mesh list.
Press the green "Copy" button between the 2D viewers and save the wad.
The viewers will go black and no meshes will be selected so select it again in the left hand mesh list.

The textures and shine and opacity and vertex order should be preserved but you may need to check.

The collision sphere for the mesh will be recalculated but if you copy the collision sphere before you replace the mesh you can restore it by pressing the apply button.

The vertex normals for the mesh will be recalculated so if you want to keep your vertex normals make your changes to the joint meshes. The lighting of the joints in game is calculated from the vertex normals of the skin mesh at the connections to the joints.