>>80255869Depending on the age of the assets, most modern booth items come with a prefab called "Modular Avatar" that will automatically parent and attach the clothing to your base. If it doesn't, you usually just need to move parts of the clothing's armature into the base model's in unity (a drag and drop process, very simple) and make sure some parent bones are set properly, if I am remembering correctly. It's been a while and the last outfit I was gifted actually had this problem, not having modular avatar, and needing to be attached manually.
Your biggest problem is going to be if you want to convert a VRChat model to a VRM. The shaders don't usually translate nicely, but I've seen people do it properly and I honestly just don't understand how.
Thankfully, there is a close to 0 percent chance you will ever need to open the .fbx in blender to do any weight painting or actual armature work. That is the actual suicide inducing part of it. You would if you wanted to make changes to the mesh, or wanted to do some texture work, because it's easier to see how the texture is being painted onto the mesh, and with some tools I think you can even create a mask image of the UVMap or whatever the fuck it's called over certain faces to help better guide you in your photo editing software when touching up the texture.
My best advice is to just take your time with a video tutorial or convince someone who knows what they're doing to sit down with you and walk you through it in a discord call with screen share.
The interfaces have a lot of information to present you, but truly, you only need to focus on the one thing you're doing at any given time.