moving mesh with rigged bones I want to make different versions of a rigged character with longer and shorter limbs and other body proportions. is there a way to scale parts of a mesh with its parent bones so i dont have to re adjust the mesh to match again? it gets really tough resizing and repositioning every finger bone.
Scale the bones as desired, select the mesh, in the modifier stack apply the armature modifier, then select the armature in pose mode, select all the bones and choose Ctrl+A "Apply pose as rest pose".

Then select the mesh and add an armature modifier to the mesh and select your armature in the "object" field.

Done.