>>2867243>>2867259II) F9 to go to TransformView > disable all IKs > drag any morph slider or a bone and initialize to reset all existing deformation due to IK bones > SCL tab > select a titty bone > change the numbers under the tab from 1.00 > click the Scale button > move the bone as needed. Repeat with other bones until you're satisfied. (It appears you can only operate them one-by-one.) When done, File (F) > disable Vertex Morph Normalize (N) > File (F) again > Update Model -Current Deformed State- (U). Check if any extra vertices got mixed in, remove them by selecting them > Morph Editor > Edit (E) > Set Original Position (B).
Name/append the morph once done.
>> can I make it even larger just by typing some numbersThe same as above OR the Morph Scale plugin by Wampa842 to make it easier. (Note that the "Create as new morph" function does not work, and, as it breaks the morph registration, you will have to re-register the morph on the display tab & remove the invalid -1 line, since it crashes both MMD and MMM.) Beware that rigids cannot be scaled by morphs (although you can use morphs to move differently sized rigids into position—the physics can only be moved through parent bone tracking rigids, as impulse morphs are not particularly useful), maybe unless you use NexGiMa or nanoem, whichever had the funny bone scaling feature.