>>2842094You should only do that for center/groove (whichever is used to operate height) and maaaaybe leg/foot IKs (usually not). A better way is to adjust the positions of the center/groove bones to match the source model. It can be done via bone morphs. My model, for example, has several morphs of this kind:
1) "Ademar Groove" — to work with his more recent motions. Matches the positions of center & groove to Izumi's, raises the waist bone to compensate.
2) "Lower center" — lowers the center from the crotch to mid-thigh, which is a much more common position. The waist bone goes up to compensate again.
3) "Heel lift" — her high heel shoes go below the floor by default to maintain her height for compatibility reasons. This morph raises the center bone & leg IKs if needed. This also results in levitating if the motion makes the model lay down.
There are also "Proportions," which changes the forearm-to-upper-arm ratio to a natural one, and the yet-unused "Tポーズ," which I made with those mythical game-ripped motions in mind.
In addition, there is the VMDSizing tool, but I've never managed to adapt any challenging motion satisfactorily with it.