I got the model from a comm, but I wanted to see if I can make the ears more like this:
There are two ways to rotate the scales: Rotating the bone it’s weight is assigned to, or by using a blendshape.
Because the scales are one bone in the armature, rotating the bone would rotate both scales simultaneously in one direction. The scales would need to be rigged and weighted to separate bones (left and right) to be rotatable independently.
If there’s no blendshape in the mesh for the scales to rotate independently of the bones, it’d need to be created in 3D modeling software.
You can also model the scales to be in V-shape permanently.
I don’t have the blender file, though I could export the unity file into it. So how do I make it permanently V-shaped?
If they’re sensible, you’ve been given an fbx file, which blender can import and export.
For my own stuff I use the blend files directly in the unity project, this is so I can skip having to export fbx files. When unity sees blender installed it’ll load models out of .blend files
I think the idea behind the v shape suggestion is that you could open the model in blender, move the ears around, but leave them both to the attached bone.
A bit daunting if you’ve never used blender but you’d open it, delete the cube, file → import fbx, figure out how to move the view around, take a break, figure out how to edit the mesh,
For each ear I think you can select part of the ear and then ask blender to select the linked polygons CTRL+L that should select the entire ear and then you can use the movement and rotator tools to shuffle it around, then do the other ear
The maker turned out to be an AI art scammer so not sensible. I’ve been meaning to wrap my head around blender though.

