Reverted project to check for objects by name instead of tags

Reverted the project, with some minor tweaks, to find gameobjects by
name instead of tags. Searching gameObjects by tags was 20+ hours of
hassel which resulted in problems and broken files, as well as
performance was a lot slower. With searching for game objects, you gave
it the path name and it searches one parents childre. With searching
for tags it searched the entire project, all gameobjects in scene.
Will have to create something that will tweak the scalars in some way.
Thinking of detaching all gameobjects and attaching them to root. This
way when changing scale of pelvis, the spine does not get affected.
Originally had it where the objects beneath the object being tweaked
would get detached then attached again after finished, but that
resulted in scalar issues. May result in animation problems as well as
attaching stuff to body in future.

********* Side note, if not allowed to check objects by names possibly
can make abstract class and make four individual classes for them say
one for character, shirt, pants, shoes. The only thing contained in the
scripts would be an enum that holds which bodypart the script is
attached too. This script of course will have to be attached to every
bone in the body. Then when wanting to find objects (say the left_knee)
all one has to do is call all scripts (say shirts) go through that list
to find the script that has the enum value of left knee. Once found
just call on the scripts gameObject. Only problem with this is it will
take quite some time to attach all of the scripts to the objects,
reestablish the scene (restting prefabs and attaching them correctly
again), and the possibility of a performance issue. Have to call this
four times in the start or when a new gender is created (one for
character, shirt, pants, shoes). Once collected the array foreach
scritps I'd have to go through each one 20+ times using a for loop to
find the correct parent (25+ bones); Like so…
foreach(Shirt shirt in Shirts)
{
   if (shirt.BoneType == BoneType.Knee_Left)
   {
      Knee_L = shirt.gameObject;
      break;
   }
}