Advanced Blender add-on for creating anatomically accurate volumetric muscle meshes using Bezier curve-based lofting.
MyoGeneratorRemix is a completely redesigned version of the original MyoGenerator add-on by Eva C. Herbst and Niccolo Fioritti. This remix takes full advantage of modern Blender features and implements a robust, automatic Bezier-based muscle lofting system that fix previous issues during the mesh generation and parameter calculation processes.
- Automatic Bezier-Based Lofting: Uses Bezier curve handles for orientation and radius data for local mesh thickness
- Smart Curve Detection: Automatically detects changes in Bezier curve structure and regenerates mesh accordingly
- Streamlined Workflow: Minimal user input required for muscle creation
- Comprehensive Metrics: Exports detailed CSV files with muscle measurements and properties
- Procedural Muscle Materials: Automatically applies realistic muscle textures with subsurface scattering
- Developed and tested on Blender 4.4.3 (Download Blender)
- Download the latest release ZIP file from the GitHub repository
- In Blender, go to Edit > Preferences > Add-ons
- Click Install from disk (right upper corner dropdown menu)and select the downloaded ZIP file or navigate to the
AddonFolderdirectory - Enable the add-on by checking the box next to "MyoGeneratorRemix"
- The add-on panel will appear in the 3D Viewport sidebar (press
Nto toggle sidebar)
- Start with a new Blender file
- Import your bone meshes (preferably cleaned models with no intersecting faces or non-manifold edges)
- Verify your model is at correct scale (Usually, anatomical models such as CT models are in millimeters but Blender uses meters as default unit, so you may assume that 1 Blender unit = 1 millimeter)
- Keep all objects visible during the muscle creation process
- Folder Path: Choose where to save your muscle data and CSV files
- File Name: Set the base name for your output files
- Muscle Name: Enter a unique name for each muscle
- Select Origin Bone: Choose the bone where the muscle originates
- Start Origin Selection: Enter face selection mode
- Select Attachment Area: Use lasso tool to select the muscle attachment faces
- Submit Origin: Confirm your selection
- Select Insertion Bone: Choose the bone where the muscle inserts
- Start Insertion Selection: Enter face selection mode
- Select Attachment Area: Select the muscle insertion faces
- Submit Insertion: Confirm your selection
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Create Muscle Curve: Generates a Bezier curve between origin and insertion centroids
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Adjust Curve: Modify the curve shape, handles, and radius as needed. You can add or remove points to refine the muscle path at this stage.
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Preview Muscle: Generate a preview mesh to see the results and refine the curve if necessary
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Curve subdivision: Adjust the curve resolution for smoother mesh generation
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Contour resolution: Set the number of contour points for each attachment area
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Origin/Insertion Offset: Displace the vertices order for a better conection between the origin and insertion areas
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Reverse origin/insertion: Optionally reverse the origin and insertion order of the vertices for a better connection
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Generate Final Mesh: Create the final muscle mesh with automatic material application
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Repeat for Additional Muscles: Use the same workflow to create more muscles as needed
- Calculate and export Parameters: Compute muscle metrics (volume, length, attachment areas, etc.) and export them to CSV files
- Handle Manipulation: Adjust curve handles to control muscle path and orientation
- Radius Adjustment: Modify point radius to control local muscle thickness
- Automatic Updates: Mesh automatically regenerates when curve structure changes
- Procedural Textures: Automatic application of realistic muscle materials
- Subsurface Scattering: Proper light transmission for organic appearance
- Fiber Patterns: Voronoi and noise-based texture patterns simulate muscle fibers
The add-on generates:
- Muscle Mesh: High-quality volumetric muscle geometry
- CSV Metrics: Comprehensive measurements including:
- Muscle volume and surface area
- Origin and insertion areas
- Centroid coordinates
- Linear distance (Euclidean distance between centroids)
- Fiber length (actual muscle path length)
- Physiological Cross-Sectional Area (average area along the muscle path)
- Muscle Force (calculated based on PCSA multiplied by a constant factor, e.g., 0.3 N/mm²)
All muscle components are automatically organized in Blender collections:
- Muscles Collection: Contains all muscle sub collections and objects
- Muscle Names Collection: Contains individual muscle objects named according to the specified muscle name
- Clean Geometry: Ensure bone meshes are manifold with no intersecting faces
- Continuous Selection: Select continuous attachment areas without gaps
- Proper Scale: Verify your model is at correct anatomical scale
- Curve Refinement: Adjust Bezier handles and radius for optimal muscle shape
- Iterative Workflow: Use preview function to refine before final generation
If you use this method in your research, please cite the original paper:
Herbst, E. C., Meade, L. E., Lautenschlager, S., & Scheyer, T. M. (2022).
A toolbox for the retrodeformation and muscle reconstruction of fossil specimens in Blender.
Royal Society Open Science, 9(12), 220519. https://doi.org/10.1098/rsos.220519
For this remix version:
Díaz de León-Muñoz, E. M. (2025). MyoGeneratorRemix: A Blender Add-On for Creating Volumetric Muscles
[Computer software]. Retrieved from https://github.com/MiguelDLM/MyoGeneratorRemix
This version implements several advanced computational geometry techniques:
- Parallel Transport Frames: Bishop frame algorithm for consistent mesh orientation
- Bezier Sampling: High-quality curve discretization for smooth muscle paths
- Automatic Material Nodes: Procedural shader networks for realistic muscle appearance
- Dynamic Mesh Updates: Real-time mesh regeneration based on curve modifications
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
Based on the original MyoGenerator by Eva C. Herbst and Niccolo Fioritti.
