I think I can out-stupid that.
I have two scripts named "follicle.py", for editing Maya's follicle nodes. One is just a bunch of functions, the other turned those into class methods. But the functions one is in the root scripts folder, so it's the one that gets called.
Diving back into my own Maya rigging tools for the first time in a few years, two things I've found is that it would be much easier if I'd documented them, and if there weren't multiple files with the same names...
Researching ribbon-spine rigs in Maya. One video shows off several, starting with Advanced Skeleton.
...not a fan of how the hips move to "auto balance" with the shoulders. I just know I'd have to fight the rig to get the pose that I want. Fail.
Video
Who's to say they even kept the assets from the old films?
If they did, they can't just open those models in Maya or Blender. Rebuilding from scratch would make more sense than writing an importer for old, extremely dated models.
And if you're rebuilding, you might as well update the designs.