You might be able to move the bounding box a bit by modifying the colors of the sculpty Image.
Its not too easy, but it works like this : if your Sculpt Map does not use the full range of Red (0-255),
you can add a bit more red to move it in +x. (make sure to look at the Histogram)
My first version of the sculpty converters had a bug, that didnt center them correctly along the 3 Axes,
so the prim was outside of its bounding box.
If you use this in a smart way, it can help a bit with the physics.
I'm working on a Car with a sculpted Body.
It will never Work like it is, it acts like a big sphere.
It will roll like a bowling ball and float above the ground.
I guess i have to use the 'bounding box hack' to move the bounding box
above the car and use a simple box prim for the physics.
OK, this stuff is only needed for linked objects like vehicles,
if you can get away with phantom stairs / ramp (no need to link a building)
or the gazebo with an extra floor,do that.
It will save you from a major headache
