>>2683892Comparing the videos, it's indeed the MXMV version of the dance, even if the latter is based on Natsumi's motion.
It was uploaded by that Dr. Cossack retard who doesn't credit anyone but himself (removing all the credits/readme files), so I can't really be sure if I identified all the authors from his reuploads correctly. There's another prominent retard called lewdfraggy, I still can't identify the actual creators of 24 sex motions. I have zero trust any of them were made by him.
(How did I find this out? Both as a byproduct of looking up, collecting, and testing motions and by using the Duplicate File Finder with the intent of reducing space in a backup.)
Here's the list of motions I have btw:
https://files.catbox.moe/5jng37.txt>>2683894Ignore the guy, he doesn't know what he's talking about.
There's no easy way to properly scale a model with a morph that I'm aware of. While there is MikuMikuMoving's size slider, you may not want to use it since it disables physics and may also result in glitches with SDEF parts.
The hard way: To scale a model, you need to create separate vertex/bone morphs. The vertex part is simple, you choose to create a new Vertex morph and from then use the PMXE size slider & save. The bone part requires you to reposition every non-physical bone to the right position using the coordinate difference between the two states. I'm not sure if you can automate that at all, but a snapshot might theoretically work. You can also try to save the original state to a CSV file, as well as the resized state, and then copy the difference between bones to the morph.
After that you link the two within a single group morph and use it for resizing.