Sounds like your changing the software mesh, and drawing the hardware mesh, yet expecting to see changes on the hardware mesh: Only GPU can change a hardware mesh (it only reads information from the CPU like the skeleton positions to modify the vertexes efficiently). Modifying vertices in software is slow, and not recommended unless you're doing stuff like making a modelling tool. You need a basic license to write vertex shaders and do this efficiently.
In you're render, try drawing both meshes:
Mesh body;
switch(Renderer()) {
case RM_PREPARE :
body.draw(cskel); // draw hardware mesh
break;
case RM_SOLID :
body.parts(0).base.drawAuto(NULL); // draw software mesh
break;
e.g. comment out one at a time.
Without a license, you can update the software mesh vertex positions like this (put code in update loop):
if (Kb.bp(KB_ENTER)) FREP(body.parts(0).base.vtxs()) body.parts(0).base.vtx.pos(i) += body.parts(0).base.vtx.nrm(i) * 1e-2F;
This'll make the mesh fatter
Having said that, it's NOT recommended.