How to scale certain parts of the mesh while animation is playing?

How to do this without having to duplicate the animations and then apply a scale property?

I tried these codes but nothing happens.
I discovered, that when I scale the bones, the meshes follow too

void head_off(){
helmet.transform.localScale += new Vector3(0,.0, 0);
}
void torso_off(){
torso.transform.localScale += new Vector3(0,.0, 0);
void legs_off(){
legs.transform.localScale += new Vector3(0,.0, 0);
}

void helmet_on(){
helmet.transform.localScale += new Vector3(1.0f, 1.0f, 1.0f);
}
void torso_on(){
exo_torso..transform.localScale += new Vector3(1.0f, 1.0f, 1.0f);
}
void lower_body_on(){
exo_legs..transform.localScale += new Vector3(1.0f, 1.0f, 1.0f);
}

You would need to rebuild the entire mesh, I guess what you are trying to is retargeting, try googling about it.

Don’t scale the bone, they aren’t physical thing, just position and orientation, so just move them to the proper joints coordinate in the new mesh.