Problem with clothing

In my application user can wear different clothes. Clothes for character are skinned meshes with bones, identical to character’s bones. Clothes should dress on a character through attaching clothes bones to character’s bones. The problem is that bones are attached, but clothes mesh worn “unevenly”, some parts of character’s body get off from clothes (see pic.1). Dressing should be processed at run-time, clothes are load from asset bundles. Please, see my code.

Start Download() function:

function StartDownload () {
 if (url.IndexOf ("file://") == 0 || url.IndexOf ("http://") == 0)
 {
 download = new WWW (url);
 }
 yield download;
 assetBundle = download.assetBundle;
if (assetBundle != null)
{
    loadedObject = assetBundle.mainAsset;

    if (loadedObject != null) 
    {
    instanced = Instantiate(loadedObject);
    // get all components of instanced object
    numT = instanced.GetComponentsInChildren(Transform);
    // get mesh from array of components
    objectMesh = getMesh(numT);
    // get link on SkinnedMeshRenderer
    skm = objectMesh.GetComponent("SkinnedMeshRenderer") as SkinnedMeshRenderer;
    // get link on sharedMesh from SkinnedMeshRenderer
    m = skm.sharedMesh;
    // add mesh filter
    objectMeshFilter = GameObject.Find(objectMesh.name).AddComponent(MeshFilter);
    // add current clothes mesh to mesh filter
    objectMeshFilter.mesh = m;
    // wear current clothes on girl
    wearing();
    // destroy instanced object
    Destroy(instanced);
    }
    else
        Debug.Log("Couldnt load resource"); 
        }
else
{
    Debug.Log("Couldnt load resource"); 
}}

function wearing() {
 bonesArr = new Transform [numT.length-1];
 // we start at [1] because transform of game object itself is at [0] position
 for (i=1;i<numT.length;i++) {
 bonesArr[i-1] = numT[i];
 }
 for (var b=0;b<bonesArr.length;b++) {
 bonesArr[b].transform.parent = girl.Find(bonesArr[b].name).transform;
 bonesArr[b].transform.position = girl.Find(bonesArr[b].name).transform.position;
 // if game object has renderer -> it is a mesh
 if (bonesArr[b].renderer != null) {
 // bind mesh to root bone
 bonesArr[b].transform.parent = girl.Find("root").transform;
 bonesArr[b].transform.position = girl.Find("root").transform.position;
 }
 // change names of attched clothes bones
 if (bonesArr[b].renderer == null) {
 // gameObject doesnt contain mesh -> it is a bone
 bonesArr[b].name = bonesArr[b].name + objectMesh.name;
 }
 }
}

It happened that all clothing was modeled around this character, staying in a T-pose. Now, I try to dress this clothing on a character staying in another, “default” pose. Maybe, problem in it? But, as I understand, if mesh rigged to bones and bones changed their positions, mesh should follow bones. So, please review my code and tell me, how can I solve this problem? Perhaps, I don’t understand something in mesh behaviour in Unity.
600783--21347--$girl&skirt.jpg
P.S. I post this problem also to answers.unity3d, but no one answered yet.

i gave you some advice to your question in unity answers. If you solved this issue, please share what you did.