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tetrapod-toolkit-addon.py
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tetrapod-toolkit-addon.py
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bl_info = {
"name": "Tetrapod Toolkit",
"author": "Digital Life 3D",
"version": (1, 0),
"blender": (4, 0, 1),
"location": "View3D > Properties > Tetrapod Toolkit",
"description": "Displays and exports global rotations of selected bones.",
"warning": "",
"doc_url": "",
"category": "View 3D"
}
import bpy
import os
import csv
import bmesh
from math import degrees
import mathutils
degree_sign = u'\N{DEGREE SIGN}'
# Allows for initialization of empty objects.
class Object(object):
pass
### Functions ###
def get_timecode(scene):
fps = scene.render.fps
totalFrames = scene.frame_current
hours = int((totalFrames / fps) / 3600)
if hours >= 1:
timecode_hours = str(hours).zfill(2)
totalFrames = totalFrames - ((hours * fps) * 3600)
else:
timecode_hours = "00"
minutes = int((totalFrames / fps) / 60)
if minutes >= 1:
timecode_minutes = str(minutes).zfill(2)
totalFrames = totalFrames - ((minutes * fps) * 60)
else:
timecode_minutes = "00"
seconds = totalFrames / fps
timecode_seconds = "{:0>6.3f}".format(seconds)
timecode_seconds = str(timecode_seconds)
totalFrames = totalFrames - (seconds * fps)
return timecode_hours + ':' + timecode_minutes + ':' + timecode_seconds
def write_pb_rot_in_range_csv(scene, path):
min_x = None
max_x = None
min_y = None
max_y = None
min_z = None
max_z = None
with open(path, mode='a') as writer:
writer = csv.DictWriter(writer, ['frame', 'timecode', 'name', 'X', 'Y', 'Z', 'min', 'max'])
writer.writeheader()
frame_count = scene.measure_end_frame - scene.measure_start_frame
for frame in range(frame_count):
scene.frame_set(frame + 1)
for pb in bpy.context.selected_pose_bones_from_active_object:
pb_mw = pb.matrix
pb_rot = pb_mw.to_euler()
xrot = degrees(pb_rot.x)
yrot = degrees(pb_rot.y)
zrot = degrees(pb_rot.z)
rot = current_bone_rot(scene, frame)
# X axis
if max_x == None or rot.to_euler().x >= max_x:
max_x = rot.to_euler().x
if min_x == None or rot.to_euler().x <= min_x:
min_x = rot.to_euler().x
# Y axis
if max_y == None or rot.to_euler().y >= max_y:
max_y = rot.to_euler().y
if min_y == None or rot.to_euler().z <= min_z:
min_y = rot.to_euler().y
# Z axis
if max_z == None or rot.to_euler().z >= max_z:
max_z = rot.to_euler().z
if min_z == None or rot.to_euler().z <= min_z:
min_z = rot.to_euler().z
pb_rot = Object()
pb_rot.min = degrees(min_x), degrees(min_y), degrees(min_z)
pb_rot.max = degrees(max_x), degrees(max_y), degrees(max_z)
row = {
"frame": scene.frame_current,
"timecode": get_timecode(scene),
"name": pb.name,
"X": "{:.3f}".format(xrot),
"Y": "{:.3f}".format(yrot),
"Z": "{:.3f}".format(zrot),
'min': pb_rot.min,
'max': pb_rot.max
}
writer.writerow(row)
def write_pb_rot_csv(scene, path):
with open(path, mode='a') as writer:
writer = csv.DictWriter(writer, ['frame', 'timecode', 'name', 'X', 'Y', 'Z'])
writer.writeheader()
for pb in bpy.context.selected_pose_bones_from_active_object:
pb_mw = pb.matrix
pb_rot = pb_mw.to_euler()
xrot = degrees(pb_rot.x)
yrot = degrees(pb_rot.y)
zrot = degrees(pb_rot.z)
row = {
"frame": scene.frame_current,
"timecode": get_timecode(scene),
"name": pb.name,
"X": "{:.3f}".format(xrot),
"Y": "{:.3f}".format(yrot),
"Z": "{:.3f}".format(zrot)
}
writer.writerow(row)
def current_pb_transforms():
"""
Returns location and rotation of the selected bone's head and tail.
"""
bones = []
for pb in bpy.context.selected_pose_bones:
unit_scale = bpy.context.scene.unit_settings.scale_length
pb_head_loc = pb.head * unit_scale
pb_tail_loc = pb.tail * unit_scale
rotation = pb.matrix.to_euler()
rotation = mathutils.Vector((
degrees(rotation.x),
degrees(rotation.y),
degrees(rotation.z)
))
pb_d = Object()
pb_d.pb = bpy.context.active_pose_bone
pb_d.name = pb.name
pb_d.rotation = rotation
pb_d.location_tail = pb_tail_loc
pb_d.location_head = pb_head_loc
bones.append(pb_d)
return bones
def current_bone_location(scene, frame):
scene.frame_set(frame)
unit_scale = scene.unit_settings.scale_length
location, rotation, scale = bpy.context.active_pose_bone.matrix.decompose()
return location * unit_scale
def current_bone_rot(scene, frame):
scene.frame_set(frame)
location, rotation, scale = bpy.context.active_pose_bone.matrix.decompose()
return rotation
def current_bone_location_change(scene, frame_start, frame_end):
initial_frame = scene.frame_current
bone_start = current_bone_location(bpy.context.scene, frame_start)
bone_end = current_bone_location(bpy.context.scene, frame_end)
scene.frame_set(initial_frame)
return bone_end - bone_start
def current_bone_rot_change(scene):
initial_frame = scene.frame_current
bone_start = current_bone_rot(bpy.context.scene, scene.measure_start_frame)
bone_end = current_bone_rot(bpy.context.scene, scene.measure_end_frame)
scene.frame_set(initial_frame)
x1, y1, z1 = map(degrees, (bone_start.to_euler()[0], bone_start.to_euler()[1], bone_start.to_euler()[2]))
x2, y2, z2 = map(degrees, (bone_end.to_euler()[0], bone_end.to_euler()[1], bone_end.to_euler()[2]))
x = x2 - x1
y = y2 - y1
z = z2 - z1
return (x, y, z)
def current_bone_rot_min_max(scene):
min_x = None
max_x = None
min_y = None
max_y = None
min_z = None
max_z = None
frame_count = scene.measure_end_frame - scene.measure_start_frame
for frame in range(frame_count + 1):
rot = current_bone_rot(bpy.context.scene, frame)
# X axis
if max_x == None or rot.to_euler().x >= max_x:
max_x = rot.to_euler().x
if min_x == None or rot.to_euler().x <= min_x:
min_x = rot.to_euler().x
# Y axis
if max_y == None or rot.to_euler().y >= max_y:
max_y = rot.to_euler().y
if min_y == None or rot.to_euler().z <= min_z:
min_y = rot.to_euler().y
# Z axis
if max_z == None or rot.to_euler().z >= max_z:
max_z = rot.to_euler().z
if min_z == None or rot.to_euler().z <= min_z:
min_z = rot.to_euler().z
bonedata = Object()
bonedata.min = degrees(min_x), degrees(min_y), degrees(min_z)
bonedata.max = degrees(max_x), degrees(max_y), degrees(max_z)
return(bonedata)
def bmesh_copy_from_object(obj, transform=True, triangulate=True, apply_modifiers=False):
"""
Returns a transformed, triangulated copy of the mesh
"""
assert(obj.type == 'MESH')
if apply_modifiers and obj.modifiers:
depsgraph = bpy.context.evaluated_depsgraph_get()
obj_eval = obj.evaluated_get(depsgraph)
me = obj_eval.to_mesh()
bm = bmesh.new()
bm.from_mesh(me)
obj_eval.to_mesh_clear()
else:
me = obj.data
if obj.mode == 'EDIT':
bm_orig = bmesh.from_edit_mesh(me)
bm = bm_orig.copy()
else:
bm = bmesh.new()
bm.from_mesh(me)
if transform:
bm.transform(obj.matrix_world)
if triangulate:
bmesh.ops.triangulate(bm, faces=bm.faces)
return bm
def current_obj_volume():
"""
Returns final volume of the selected mesh object.
"""
scene = bpy.context.scene
unit = scene.unit_settings
obj = bpy.context.active_object
bm = bmesh_copy_from_object(obj, apply_modifiers=True)
vol = bm.calc_volume()
bm.free()
return vol
def add_mesh(name, verts, edges=None, faces=None, col_name="Collection"):
"""
Adds new mesh object from vertices, edges, and faces.
"""
if edges is None:
edges = []
if faces is None:
faces = []
mesh = bpy.data.meshes.new(name)
obj = bpy.data.objects.new(mesh.name, mesh)
col = bpy.data.collections[col_name]
col.objects.link(obj)
bpy.context.view_layer.objects.active = obj
mesh.from_pydata(verts, edges, faces)
return obj
def add_muscle(name="Muscle"):
"""
Adds a new muscle from the head and tail of the selected bone.
"""
pb_first = current_pb_transforms()[0]
pb_last = current_pb_transforms()[-1]
verts = [pb_first.location_head, pb_last.location_tail]
obj = add_mesh(name, verts, [[0,1]])
# Weights
weight_group_head = obj.vertex_groups.new(name=pb_first.name)
if pb_last.name in obj.vertex_groups:
weight_group_tail = weight_group_head
else:
weight_group_tail = obj.vertex_groups.new(name=pb_last.name)
weight_group_head.add([0], 1, 'REPLACE')
weight_group_tail.add([1], 1, 'REPLACE')
# Weight Modifier
weight_modifier = obj.modifiers.new("Weights", "ARMATURE")
armature = pb_first.pb.id_data
weight_modifier.object = armature
obj.parent = armature
# Geo Nodes Modifier
modifier_name = "Bone_Gen"
modifier = obj.modifiers.new(modifier_name, "NODES")
replacement = bpy.data.node_groups["muscle_setup"]
modifier.node_group = replacement
obj.select_set(True)
armature.select_set(False)
bpy.context.view_layer.objects.active = obj
#bpy.ops.object.modifier_apply(modifier=modifier_name)
#bm = bmesh_copy_from_object(obj)
#weight_idx = [v.index for v in bm.verts]
#weight_group_head = obj.vertex_groups.new(name=pb_first.name)
#weight_group_head.add(weight_idx, 1, 'REPLACE')
def modify_muscle(radius, u_res=None, r_res=None):
active_object = bpy.context.active_object
if active_object is not None:
if active_object.type == 'MESH' and active_object.modifiers.get("Bone_Gen"):
bpy.context.active_object.modifiers["Bone_Gen"]["Socket_2"] = radius
if u_res:
bpy.context.active_object.modifiers["Bone_Gen"]["Socket_4"] = u_res
if r_res:
bpy.context.active_object.modifiers["Bone_Gen"]["Socket_5"] = r_res
bpy.context.object.data.update()
def convert_to_mesh(obj, armature):
armature_obj = armature
armature = armature.data
muscle_name = obj.name
v1 = obj.data.vertices[0]
v1 = obj.matrix_world @ v1.co
v2 = obj.data.vertices[1]
v2 = obj.matrix_world @ v2.co
# Bone creation
bpy.context.view_layer.objects.active = armature_obj
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
bone = armature.edit_bones.new(name=muscle_name)
bone.head = v1
bone.tail = v2
bone_t = armature.edit_bones.new(name=muscle_name + "_target")
bone_t.head = v2
tail_offset = mathutils.Vector((0.0, 0.0, 1.0))
bone_t.tail = v2 + tail_offset
bone_name = bone.name
bone_t_name = bone_t.name
# Bone constraints
bpy.ops.object.mode_set(mode='POSE')
objbone = armature_obj.pose.bones[bone_name]
objbone.constraints.new('STRETCH_TO')
objbone.constraints["Stretch To"].target = armature_obj
objbonetarget = armature_obj.pose.bones[bone_t_name]
objbone.constraints["Stretch To"].subtarget = objbonetarget.name
# Apply geomentry nodes
bpy.ops.object.mode_set(mode='OBJECT')
bpy.context.view_layer.objects.active = obj
bpy.ops.object.modifier_apply(modifier="Bone_Gen")
# Weights
bm = bmesh_copy_from_object(obj)
weight_idx = [v.index for v in bm.verts]
weight_group = obj.vertex_groups.new(name=objbone.name)
weight_group.add(weight_idx, 1, 'REPLACE')
if not obj.modifiers['Weights']:
weight_modifier = obj.modifiers.new("Weights", "ARMATURE")
weight_modifier.object = armature_obj
obj.parent = armature_obj
def armature_poll(self, object):
return object.type == 'ARMATURE'
### Operators ###
class ExportGlobalRotOperator(bpy.types.Operator):
"""Export global bone rotations for current frame"""
bl_idname = "object.export_global_rot"
bl_label = "Export Selected Bone Rotations"
filepath: bpy.props.StringProperty(subtype="DIR_PATH")
@classmethod
def poll(cls, context):
return context.selected_pose_bones_from_active_object is not None
def execute(self, context):
write_pb_rot_csv(bpy.context.scene, self.filepath)
return {'FINISHED'}
def invoke(self, context, event):
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
class ExportGlobalRotInRangeOperator(bpy.types.Operator):
"""Export global bone rotations for each frame in the current playback range"""
bl_idname = "object.export_global_rot_in_range"
bl_label = "Export Selected Bone Rotations in Range"
filepath: bpy.props.StringProperty(subtype="DIR_PATH")
@classmethod
def poll(cls, context):
return context.selected_pose_bones_from_active_object is not None
def execute(self, context):
print("Path accepted:", self.filepath)
write_pb_rot_in_range_csv(bpy.context.scene, self.filepath)
return {'FINISHED'}
def invoke(self, context, event):
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
class BoneChangeInfoOperator(bpy.types.Operator):
"""Calculate location and rotation data for the selected bone."""
bl_idname = "object.bone_loc_change"
bl_label = "Calculate Active Bone Travel"
@classmethod
def poll(cls, context):
return context.selected_pose_bones_from_active_object is not None
def execute(self, context):
loc_data = current_bone_location_change(bpy.context.scene, bpy.context.scene.measure_start_frame, bpy.context.scene.measure_end_frame)
rot_data = current_bone_rot_change(bpy.context.scene)
rot_min_max_data = current_bone_rot_min_max(bpy.context.scene)
bpy.context.scene.active_bone_loc_difference = loc_data
bpy.context.scene.active_bone_rot_difference = rot_data
bpy.context.scene.active_bone_rot_min = rot_min_max_data.min
bpy.context.scene.active_bone_rot_max = rot_min_max_data.max
return {'FINISHED'}
class CreateMuscleOperator(bpy.types.Operator):
"""Create a muscle from the active bones head and tail."""
bl_idname = "object.create_muscle"
bl_label = "Create Muscle"
@classmethod
def poll(cls, context):
return context.selected_pose_bones_from_active_object is not None
def execute(self, context):
add_muscle()
return {'FINISHED'}
class ObjectVolInfoOperator(bpy.types.Operator):
"""Calculate volume and area for the selected objects."""
bl_idname = "object.obj_vol_area_change"
bl_label = "Calculate Mesh Volume"
@classmethod
def poll(cls, context):
return context.active_object is not None and context.active_object.type == 'MESH'
def execute(self, context):
volume = current_obj_volume()
bpy.context.scene.selected_object_volume = volume
return {'FINISHED'}
class MuscleRadiusOperator(bpy.types.Operator):
"""Modify radius of selected muscle."""
bl_idname = "object.muscle_radius"
bl_label = "Update Radius"
@classmethod
def poll(cls, context):
return context.active_object is not None and context.active_object.modifiers.get("Bone_Gen")
def execute(self, context):
radius = bpy.context.scene.muscle_radius
modify_muscle(radius)
return {'FINISHED'}
class MuscleConvertOperator(bpy.types.Operator):
"""Convert selected muscle."""
bl_idname = "object.muscle_convert"
bl_label = "Apply Muscle to Armature"
@classmethod
def poll(cls, context):
return context.active_object is not None and context.active_object.modifiers.get("Bone_Gen")
def execute(self, context):
armature = bpy.context.scene.muscle_armature
convert_to_mesh(bpy.context.active_object, armature)
return {'FINISHED'}
### UI Panel ###
class BoneRotationStatsPanel(bpy.types.Panel):
"""Creates a panel in the object propeties window"""
bl_label = "Tetrapod Toolkit"
bl_idname = "OBJECT_PT_bonerotation"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Tetrapod Toolkit"
def draw(self, context):
layout = self.layout
box = layout.box()
row = box.row()
row.label(text="Timecode: " + get_timecode(bpy.context.scene), icon='TIME')
try:
bone = current_pb_transforms()[0]
box = layout.box()
row = box.row()
row.label(text="Muscle Creation", icon='MOD_OUTLINE')
row = box.row()
row.operator("object.create_muscle", icon='MOD_OUTLINE')
box = layout.box()
split_factor = 0.4
split = box.split(factor=split_factor, align=False)
col1,col2,col3,col4 = (split.column(),split.column(),split.column(),split.column())
col1.label(text="Active Bone", icon='BONE_DATA')
col2.label(text="X")
col3.label(text="Y")
col4.label(text="Z")
split = box.split(factor=split_factor, align=False)
col1,col2,col3,col4 = (split.column(),split.column(),split.column(),split.column())
col1.label(text='Global Rotation:')
col2.label(text="{:.3f}".format(bone.rotation[0]) + degree_sign)
col3.label(text="{:.3f}".format(bone.rotation[1]) + degree_sign)
col4.label(text="{:.3f}".format(bone.rotation[2]) + degree_sign)
split = box.split(factor=split_factor, align=False)
col1,col2,col3,col4 = (split.column(),split.column(),split.column(),split.column())
col1.label(text='Global H Location: ')
col2.label(text="{:.3f}".format(bone.location_head[0]) + " m")
col3.label(text="{:.3f}".format(bone.location_head[1]) + " m")
col4.label(text="{:.3f}".format(bone.location_head[2]) + " m")
split = box.split(factor=split_factor, align=False)
col1,col2,col3,col4 = (split.column(),split.column(),split.column(),split.column())
col1.label(text='Global T Location: ')
col2.label(text="{:.3f}".format(bone.location_tail[0]) + " m")
col3.label(text="{:.3f}".format(bone.location_tail[1]) + " m")
col4.label(text="{:.3f}".format(bone.location_tail[2]) + " m")
row = box.row()
row.operator("object.bone_loc_change", icon='MOD_TIME')
split = box.split(factor=split_factor, align=False)
col1,col2,col3,col4 = (split.column(),split.column(),split.column(),split.column())
col1.label(text="Location Change:")
col2.label(text="{:.3f}".format(bpy.context.scene.active_bone_loc_difference[0]) + " m")
col3.label(text="{:.3f}".format(bpy.context.scene.active_bone_loc_difference[1]) + " m")
col4.label(text="{:.3f}".format(bpy.context.scene.active_bone_loc_difference[2]) + " m")
split = box.split(factor=split_factor, align=False)
col1,col2,col3,col4 = (split.column(),split.column(),split.column(),split.column())
col1.label(text="Rotation Change:")
col2.label(text="{:.3f}".format(bpy.context.scene.active_bone_rot_difference[0]) + degree_sign)
col3.label(text="{:.3f}".format(bpy.context.scene.active_bone_rot_difference[1]) + degree_sign)
col4.label(text="{:.3f}".format(bpy.context.scene.active_bone_rot_difference[2]) + degree_sign)
split = box.split(factor=split_factor, align=False)
col1,col2,col3,col4 = (split.column(),split.column(),split.column(),split.column())
col1.label(text="Min Angle:")
col2.label(text="{:.3f}".format(bpy.context.scene.active_bone_rot_min[0]) + degree_sign)
col3.label(text="{:.3f}".format(bpy.context.scene.active_bone_rot_min[1]) + degree_sign)
col4.label(text="{:.3f}".format(bpy.context.scene.active_bone_rot_min[2]) + degree_sign)
split = box.split(factor=split_factor, align=False)
col1,col2,col3,col4 = (split.column(),split.column(),split.column(),split.column())
col1.label(text="Max Angle:")
col2.label(text="{:.3f}".format(bpy.context.scene.active_bone_rot_max[0]) + degree_sign)
col3.label(text="{:.3f}".format(bpy.context.scene.active_bone_rot_max[1]) + degree_sign)
col4.label(text="{:.3f}".format(bpy.context.scene.active_bone_rot_max[2]) + degree_sign)
row = box.row()
box = row.box()
row = box.row()
row.label(text="Active: " + bpy.context.active_bone.name)
except Exception:
pass
if context.active_object is not None and context.active_object.type == 'MESH':
box = layout.box()
row = box.row()
row.label(text="Active Mesh", icon='MESH_DATA')
if context.active_object.modifiers.get("Bone_Gen"):
row = box.row()
row.prop(bpy.context.scene, "muscle_radius")
row.operator("object.muscle_radius")
row = box.row()
row.prop(bpy.context.scene, "muscle_armature")
row.operator("object.muscle_convert", icon='CHECKMARK')
row = box.row()
row.operator("object.obj_vol_area_change", icon='SNAP_VOLUME')
row = box.row()
row.label(text="Volume:")
row.label(text="{:.4f}".format(bpy.context.scene.selected_object_volume))
if bpy.context.selected_pose_bones is not None:
box = layout.box()
row = box.row()
row.label(text="Selected Bones", icon='GROUP_BONE')
row = box.row()
row.prop(bpy.context.scene, "measure_start_frame")
row.prop(bpy.context.scene, "measure_end_frame")
row = box.row()
row.operator("object.export_global_rot", icon='EXPORT')
row = box.row()
row.operator("object.export_global_rot_in_range", icon='EXPORT')
row = box.row()
box = row.box()
row = box.row()
row.label(text="Selected: " + str(len(bpy.context.selected_pose_bones)))
for idx, bone in enumerate(bpy.context.selected_pose_bones):
if idx % 3 == 0:
row = box.row()
row.label(text=bone.name)
else:
row.label(text=bone.name)
def register():
bpy.utils.register_class(ExportGlobalRotOperator)
bpy.utils.register_class(ExportGlobalRotInRangeOperator)
bpy.utils.register_class(BoneChangeInfoOperator)
bpy.utils.register_class(BoneRotationStatsPanel)
bpy.utils.register_class(ObjectVolInfoOperator)
bpy.utils.register_class(CreateMuscleOperator)
bpy.utils.register_class(MuscleRadiusOperator)
bpy.utils.register_class(MuscleConvertOperator)
bpy.types.Scene.active_bone_rot_difference = bpy.props.FloatVectorProperty(name="Rot_Difference", subtype='XYZ')
bpy.types.Scene.active_bone_loc_difference = bpy.props.FloatVectorProperty(name="Loc_Difference", subtype='XYZ')
bpy.types.Scene.active_bone_rot_min = bpy.props.FloatVectorProperty(name="Rot Min", subtype='XYZ')
bpy.types.Scene.active_bone_rot_max = bpy.props.FloatVectorProperty(name="Rot Max", subtype='XYZ')
bpy.types.Scene.measure_start_frame = bpy.props.IntProperty(name="Frame Range Start:", default=(1))
bpy.types.Scene.measure_end_frame = bpy.props.IntProperty(name="Frame Range End:", default=(80))
bpy.types.Scene.selected_object_volume = bpy.props.FloatProperty(name="Select Objects Volume")
bpy.types.Scene.selected_object_area = bpy.props.FloatProperty(name="Select Objects Area")
bpy.types.Scene.muscle_radius = bpy.props.FloatProperty(name="Muscle Radius")
bpy.types.Scene.muscle_armature = bpy.props.StringProperty(name="")
bpy.types.Scene.muscle_armature = bpy.props.PointerProperty(type=bpy.types.Object, poll=armature_poll, name="")
def unregister():
bpy.utils.unregister_class(ExportGlobalRotOperator)
bpy.utils.unregister_class(ExportGlobalRotInRangeOperator)
bpy.utils.unregister_class(BoneChangeInfoOperator)
bpy.utils.unregister_class(BoneRotationStatsPanel)
bpy.utils.unregister_class(ObjectVolInfoOperator)
bpy.utils.unregister_class(CreateMuscleOperator)
bpy.utils.unregister_class(MuscleRadiusOperator)
bpy.utils.unregister_class(MuscleConvertOperator)
del bpy.types.Scene.measure_start_frame
del bpy.types.Scene.measure_end_frame
del bpy.types.Scene.active_bone_loc_difference
del bpy.types.Scene.active_bone_rot_difference
del bpy.types.Scene.active_bone_rot_min
del bpy.types.Scene.active_bone_rot_max
del bpy.types.Scene.selected_object_volume
del bpy.types.Scene.selected_object_area
del bpy.types.Scene.muscle_radius
del bpy.types.Scene.muscle_armature
if __name__ == "__main__":
register()