An option while iterating (and to minimize dependencies) would be to rig and animate a proxy mesh with the correct proportions and transfer the weights to the game mesh.
I don't know how to access the name displayed for the clips in the motion mixer, but this seems to work for me. clearListener()--ITERATE THROUGH MIXERSfor m = 1 to theMixer.numMaxMixers() do( currentMixer = themixer.getMaxMixer m --ITERATE THROUGH TRACKGROUPS for t = 1 to currentMixer.numTrackgroups do ( tg = getTrackgroup…