diff --git a/README.md b/README.md
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--- a/README.md
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-# Chiro (UE4 Mannequin)
-
----
-
-[![GNU GPL3](https://img.shields.io/badge/license-GPL3-blue.svg?style=for-the-badge&logo=blender)]()
-[![Documentation](https://img.shields.io/badge/documentation-blue.svg?style=for-the-badge)](https://vespero-group.github.io/chiro-ue4/)
-
----
-
-![Logo](documentation/docs/img/logo.png)
-
----
-
-"Chiro (UE4 Mannequin)" is a [Blender](https://www.blender.org/) add-on
-for [skinning](https://docs.blender.org/manual/en/latest/animation/armatures/skinning/introduction.html)
-with Unreal Engine 4 Mannequin armature.
-
----
-
-See the [documentation](https://vespero-group.github.io/chiro-ue4/).
\ No newline at end of file
diff --git a/addon/__init__.py b/__init__.py
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diff --git a/addon/data/mannequin/armature/corrected_pose_a.py b/data/mannequin/armature/corrected_pose_a.py
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diff --git a/addon/data/mannequin/armature/origin.py b/data/mannequin/armature/origin.py
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diff --git a/addon/data/mixamo/armature.py b/data/mixamo/armature.py
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diff --git a/addon/data/mixamo/transform/armature_structure.py b/data/mixamo/transform/armature_structure.py
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diff --git a/documentation/docs/add-armature.md b/documentation/docs/add-armature.md
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--- a/documentation/docs/add-armature.md
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-# Add Armature
-
----
-
-## Mannequin A-Pose
-
-Object mode -> Add -> Armature -> Chiro (UE4 Mannequin) -> A-Pose
-
-[![Add Mannequin A-Pose armature Menu](img/feature/add-armature/mannequin-a-menu.png)](img/feature/add-armature/mannequin-a-menu.png)
-
-
-[![Add Mannequin A-Pose armature](img/feature/add-armature/mannequin-a.png)](img/feature/add-armature/mannequin-a.png)
-
----
-
-
-## Mannequin T-Pose
-
-Object mode -> Add -> Armature -> Chiro (UE4 Mannequin) -> T-Pose
-
-[![Add Mannequin T-Pose armature Menu](img/feature/add-armature/mannequin-t-menu.png)](img/feature/add-armature/mannequin-t-menu.png)
-
-
-[![Add Mannequin T-Pose armature](img/feature/add-armature/mannequin-t.png)](img/feature/add-armature/mannequin-t.png)
-
----
-
-
-## Mannequin Twist bones
-
-Generates Mannequin-compatible Twist bones on the armature trying to guess the correct length and rotation.
-Does nothing for existing twist bones.
-
-Object mode -> Add -> Armature -> Chiro (UE4 Mannequin) -> Twist Bones
-
-[![Add Mannequin Twist bones Menu](img/feature/add-armature/mannequin-twist.png)](img/feature/add-armature/mannequin-twist.png)
-
-
----
-
-
-## Mannequin IK bones (Advanced)
-
-Generates Mannequin-compatible IK bones on the armature trying to guess the correct length and rotation.
-Does nothing for existing IK bones.
-
-Object mode -> Add -> Armature -> Chiro (UE4 Mannequin) -> IK Bones
-
-[![Add Mannequin IK bones to armature Menu](img/feature/add-armature/mannequin-ik-menu.png)](img/feature/add-armature/mannequin-ik-menu.png)
-
-
-[![Add Mannequin IK bones to armature](img/feature/add-armature/mannequin-ik.png)](img/feature/add-armature/mannequin-ik.png)
-
-
----
-
-
-## The Origin (Advanced)
-
-The original Mannequin armature (imported with XY axis)
-
-Object mode -> Add -> Armature -> Chiro (UE4 Mannequin) -> The Origin
-
-[![Add The Origin Mannequin armature Menu](img/feature/add-armature/mannequin-origin-menu.png)](img/feature/add-armature/mannequin-origin-menu.png)
-
-
-[![Add The Origin Mannequin armature](img/feature/add-armature/mannequin-origin.png)](img/feature/add-armature/mannequin-origin.png)
-
----
diff --git a/documentation/docs/add-mesh.md b/documentation/docs/add-mesh.md
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-## Add Mesh
-
----
-
-### Mannequin A-Pose
-
-Object mode -> Add -> Mesh -> Chiro (UE4 Mannequin) -> A-Pose
-
-[![Add Mannequin A-Pose mesh Menu](img/feature/add-mesh/mannequin-a-menu.png)](img/feature/add-mesh/mannequin-a-menu.png)
-
-
-[![Add Mannequin A-Pose mesh](img/feature/add-mesh/mannequin-a.png)](img/feature/add-mesh/mannequin-a.png)
-
----
-
-### Mannequin T-Pose
-
-Object mode -> Add -> Mesh -> Chiro (UE4 Mannequin) -> T-Pose
-
-[![Add Mannequin T-Pose mesh Menu](img/feature/add-mesh/mannequin-t-menu.png)](img/feature/add-mesh/mannequin-t-menu.png)
-
-
-[![Add Mannequin T-Pose mesh](img/feature/add-mesh/mannequin-t.png)](img/feature/add-mesh/mannequin-t.png)
-
----
diff --git a/documentation/docs/add-skeletal-mesh.md b/documentation/docs/add-skeletal-mesh.md
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-# Add Skeletal Mesh
-
-A skeletal mesh is a mesh parented with an armature
-
-
----
-
-## Mannequin A-Pose
-
-Object mode -> Add -> Chiro (UE4) -> Mannequin A-Pose (Skeletal Mesh)
-
-[![Add Mannequin A-Pose skeletal mesh Menu](img/feature/add-skeletal-mesh/mannequin-a-menu.png)](img/feature/add-skeletal-mesh/mannequin-a-menu.png)
-
-
-[![Add Mannequin A-Pose skeletal mesh](img/feature/add-skeletal-mesh/mannequin-a.png)](img/feature/add-skeletal-mesh/mannequin-a.png)
-
----
-
-## Mannequin T-Pose
-
-Object mode -> Add -> Chiro (UE4) -> Mannequin T-Pose (Skeletal Mesh)
-
-[![Add Mannequin T-Pose skeletal mesh Menu](img/feature/add-skeletal-mesh/mannequin-t-menu.png)](img/feature/add-skeletal-mesh/mannequin-t-menu.png)
-
-
-[![Add Mannequin T-Pose skeletal mesh](img/feature/add-skeletal-mesh/mannequin-t.png)](img/feature/add-skeletal-mesh/mannequin-t.png)
-
----
diff --git a/documentation/docs/apply-pose-to-mesh.md b/documentation/docs/apply-pose-to-mesh.md
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+++ /dev/null
@@ -1,13 +0,0 @@
-# Apply Pose to Mesh & as Rest
-
-
-[![Apply Pose to Mesh and as Rest Menu](img/feature/apply-pose-to-mesh/menu.png)](img/feature/apply-pose-to-mesh/menu.png)
-
-[![Apply Pose to Mesh and as Rest Action](img/feature/apply-pose-to-mesh/action.gif)](img/feature/apply-pose-to-mesh/action.gif)
-
-
-### Why we need it?
-
-If you perform the original "Apply Pose as Rest Pose" instead, your mesh will stay in its original pose.
-
-[![Apply Pose to Mesh and as Rest Bad Action](img/feature/apply-pose-to-mesh/bad-action.gif)](img/feature/apply-pose-to-mesh/bad-action.gif)
diff --git a/documentation/docs/edit-armature.md b/documentation/docs/edit-armature.md
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--- a/documentation/docs/edit-armature.md
+++ /dev/null
@@ -1,122 +0,0 @@
-# Edit Armature
-
-Edit mode with an armature active
-
-
-## Transformations
-
-The list of available transformations depend on the active armature.
-The addon reads the active armature structure and tries to detect a known model (e.g. Mannequin or Mixamo).
-
-
-### Unknown armature
-
-By default (for a single bone in this example), no transformations will be available (thus, empty menu).
-
-Edit mode -> Armature -> Chiro (UE4) -> ...
-
-[![Edit armature empty Menu](img/feature/edit-armature/empty/menu.png)](img/feature/edit-armature/empty/menu.png)
-
-
-[![Edit armature empty](img/feature/edit-armature/empty/scene.png)](img/feature/edit-armature/empty/scene.png)
-
-
----
-
-
-### Mixamo armature
-
-#### Skeleton conversion
-
-Rename the bones to their Mannequin counterparts. Delete redundant leaf bones.
-
-Edit mode -> Armature -> Chiro (UE4) -> "Mixamo --> Skeleton conversion"
-
-[![Edit Mixamo armature Skeleton Conversion Menu](img/feature/edit-armature/mixamo/skeleton-conversion-menu.png)](img/feature/edit-armature/mixamo/skeleton-conversion-menu.png)
-
-[![Edit Mixamo armature Skeleton Conversion Action](img/feature/edit-armature/mixamo/skeleton-conversion-action.gif)](img/feature/edit-armature/mixamo/skeleton-conversion-action.gif)
-
-
----
-
-
-### Mannequin armature
-
-#### Connect the bones with children
-
-Leaving the bone heads in place, connects the tails to the children where it makes sense, to follow the Mannequin skeleton structure.
-
-Edit mode -> Armature -> Chiro (UE4) -> "Mannequin --> Connect the bones with children"
-
-[![Edit Mannequin armature Connect the bones with children Menu](img/feature/edit-armature/mannequin/connect-the-bones-with-children-menu.png)](img/feature/edit-armature/mannequin/connect-the-bones-with-children-menu.png)
-
-[![Edit Mannequin armature Connect the bones with children Action](img/feature/edit-armature/mannequin/connect-the-bones-with-children-action.gif)](img/feature/edit-armature/mannequin/connect-the-bones-with-children-action.gif)
-
-
-
----
-
-#### Snap clavicles to Mannequin position
-
-Moves clavicle heads to positions simiral to Mannequin, calculated relatively to "spine_03" bone.
-
-Edit mode -> Armature -> Chiro (UE4) -> "Mannequin --> Snap clavicles to Mannequin position"
-
-[![Edit Mannequin armature Snap clavicles to Mannequin position Menu](img/feature/edit-armature/mannequin/snap-clavicles-to-mannequin-position-menu.png)](img/feature/edit-armature/mannequin/snap-clavicles-to-mannequin-position-menu.png)
-
-[![Edit Mannequin armature Snap clavicles to Mannequin position Action](img/feature/edit-armature/mannequin/snap-clavicles-to-mannequin-position-action.gif)](img/feature/edit-armature/mannequin/snap-clavicles-to-mannequin-position-action.gif)
-
-
----
-
-#### Make twist bones
-
-Generates Mannequin twist bones. Calculates length and positions relatively to the parent bones.
-Does nothing for existing twist bones.
-
-Edit mode -> Armature -> Chiro (UE4) -> "Mannequin --> Make twist bones"
-
-[![Edit Mannequin armature Make twist bones Menu](img/feature/edit-armature/mannequin/make-twist-bones-menu.png)](img/feature/edit-armature/mannequin/make-twist-bones-menu.png)
-
-[![Edit Mannequin armature Make twist bones Action](img/feature/edit-armature/mannequin/make-twist-bones-action.gif)](img/feature/edit-armature/mannequin/make-twist-bones-action.gif)
-
-
----
-
-#### Bone Roll T-Pose
-
-Corrects the bone rolls to follow the Mannequin armature composition.
-Assumes the Mesh is T-Pose.
-
-**WARNING**: if your mesh is not in T-Pose, the rolls will not be correct
-
-Edit mode -> Armature -> Chiro (UE4) -> "Mannequin --> Bone Roll T-Pose"
-
-[![Edit Mannequin armature Make twist bones Menu](img/feature/edit-armature/mannequin/bone-roll-tpose-menu.png)](img/feature/edit-armature/mannequin/bone-roll-tpose-menu.png)
-
-[![Edit Mannequin armature Make twist bones Action](img/feature/edit-armature/mannequin/bone-roll-tpose-action.gif)](img/feature/edit-armature/mannequin/bone-roll-tpose-action.gif)
-
-
----
-
-#### Bone Roll A-Pose (Advanced)
-
-Corrects the bone rolls to follow the Mannequin armature composition.
-Assumes the Mesh is Mannequin A-Pose.
-
-**WARNING**: if your mesh is not in A-Pose, the rolls will not be correct
-
----
-
-#### Make IK bones (Advanced)
-
-Generates IK bones for the armature.
-
-Same as [Add Armature -> Mannequin IK Bones](add-armature.md#mannequin-ik-bones-advanced)
-
----
-
-#### Chiropract on Armature (Advanced)
-
-Corrects the bone arrangement so that it follows The Original Mannequin armature.
-After this operation the character may be exported to FBX (with YX axis).
diff --git a/documentation/docs/export-fbx.md b/documentation/docs/export-fbx.md
deleted file mode 100644
index bb274a5..0000000
--- a/documentation/docs/export-fbx.md
+++ /dev/null
@@ -1,22 +0,0 @@
-# Export FBX
-
-Export to FBX with autocorrection.
-Does not change anything in the open blend scene or file.
-
-This operation:
-
- - corrects the scale (no need to mess with the scene unit scale)
- - corrects the bone rotations so they match the Mannequin origin (aka chiropract)
- - generates IK bones (if they don't exist yet)
- - autocorrects the armature root name ("root" in UE4 skeleton)
- - Exports the result into FBX
-
-File -> Export -> FBX (Chiro UE4 Mannequin) -> Save as ...
-
-!!! WARNING
- You only choose the file name. The folder is of the original blend file
-
-[![Export FBX Menu](img/feature/export-fbx/export-fbx-menu.png)](img/feature/export-fbx/export-fbx-menu.png)
-
-
-[![Export FBX](img/feature/export-fbx/export-fbx.png)](img/feature/export-fbx/export-fbx.png)
diff --git a/documentation/docs/getting-started.md b/documentation/docs/getting-started.md
deleted file mode 100644
index adea024..0000000
--- a/documentation/docs/getting-started.md
+++ /dev/null
@@ -1,15 +0,0 @@
-# Getting Started
-
-- [Installation](installation.md) section explains how to download and install the add-on.
-
-## How To section
-
-How To articles explain some of the common scenarios and how to use the add-on features.
-
- - [Skinning](./how-to/leah.md) explains how to skin a mesh using the Chiro add-on
- - [Mixamo Re-Skin](./how-to/mixamo.md) explains how to swap Mixamo armature with Mannequin skeleton
- - [UE4 Retargeting](./how-to/ue4-retargeting.md) explains some basics about Unreal Engine 4 animation retargeting
-
-## Tools Overview
-
-That section describes the Chiro add-on features split by categories.
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-# Skin a mesh with Mannequin armature
-
-The article explains how to skin a humanoid character with a Mannequin-compatible armature (skeleton).
-That will allow reuse of Mannequin animations for the character via animation retargeting in Unreal Engine 4.
-
-!!! Disclaimer
- This article purpose is to demonstrate the features of Chiro add-on for Blender.
- To achieve best results, you must do more than we cover in here.
- We do not correct weight paints nor set up morph targets. That is out of scope for this tutorial.
-
-
-[TOC]
-
-
-## Intro
-
-In this article we will skin a character mesh with a mannequin-compatible armature.
-
-The mesh proportions are not matching the Mannequin, so we will change the bones
-and later use retargeting manager in Unreal Engine 4 to make the animation work.
-The mesh does not have armature, vertex groups and weight paints.
-
-Here is the character we will be skinning
-
-
-
-
----
-
-## 1. Add Armature
-
-The first step is to add the armature we'll be working with. To do that, find the menu and
-the armature to the scene. It will be easier to work if we make it show up "In Front", so let's
-do it straight away.
-
- 1. `Add -> Armature -> Chiro (UE4 Mannequin) -> A-Pose`
- 2. `Armature sidebar -> Viewport Display -> In Front`
-
-!!! Info
- It does not matter if you start with the armature in A-Pose or T-Pose.
- In this example we start with A-Pose merely because it's closer to the mesh posture.
-
-
-
----
-
-## 2. Scale Armature
-
-Now we scale the armature so its spine length following the torso size accordingly.
-Here are a couple guidelines you could follow to make it right
-
- 1. pelvis root should be at the top of the groin
- 2. clavicle bone tails should be just in the middle of the character shoulders
-
-!!! Warning
- If you cannot find good alignment, then don't align clavicles, just make sure
- pelvis is in the correct position. In the following steps we will adjust all the bones one by one
- anyway, but it is important to begin with the pelvis in the right spot.
-
-
-
-
----
-
-## 3. Adjust pelvis position
-
-Now we shall adjust the bone positions. However, pelvis is the root for all the other bones
-and it is **important** that we begin with it first.
-To find the correct position for pelvis, you could follow these guidelines.
-
- - front view: top of the groin, middle of the mesh
- - side view: middle of the mesh, middle of glutes
- - rear view: middle of glutes, middle of the mesh
-
-To make it easier, in this step we will move pelvis into a separate layer,
-so the other bones don't obscure the view. To do that, we are switching to the `Edit Mode`.
-Then, we return to the `Object Mode` and adjust the pelvis position by dragging the armature around.
-
-
-
-
----
-
-## 4. Adjust pelvis tail
-
-The rest of the bones we will adjust in `Pose mode`.
-Now we are correcting `spine_01` position by following these guidelines
-
- - front view: just below navel
- - side view: middle of the mesh
- - rear view: just above the pelvis
-
-Since the bones are connected, to adjust `spine_01` position we will update the `pelvis` bone instead.
-In `Pose Mode` we will rotate `pelvis` and increase its `Scale Y`.
-
-
-
-
----
-
-## 5. Adjust spine_01
-
-Same here. To adjust `spine_02` we will update `spine_01` in `Pose Mode`. Rotate the bone and
-update its `Scale Y` to change the bone length.
-Here are the guidelines for `spine_02` adjustments
-
- - front view: celiac plexus (aka solar plexus), just below the ribcage, top of the abdomen
- - side view: middle of the mesh
-
-To do this, we will move the `spine_01` bone to the current layer via `Edit Mode`
-
-
-
-
----
-
-## 6. Adjust spine_02
-
-Repeating the same proceduce to adjust `spine_03` position.
-The guidelines
-
- - front view: middle of the chest
- - side view: middle of the mesh, below the bottom of armpit, following the shape of the mesh
-
-!!! Info
- To move the bone into current layer we're using shortcuts (`Shift-M` and `M`).
- If you're not comfortable with shortcuts, you could repeat the UI actions from the previous steps.
- The shortcuts are doing the same thing.
-
-
-
----
-
-## 7. Adjust neck and head
-
-Repeating the procedure for `neck` and `head` bones.
-
-`neck root` guidelines:
-
- - front view: root of the neck, above clavicles
- - side view: root of the neck, just above the shoulders
-
-`neck tail` guidelines:
-
- - side view: behind the jaw, below the ear
-
-`head` guidelines:
-
- - parallel to face
-
-
-
-
----
-
-## 8. Adjust clavicles
-
-The clavicle bones are the most error prone in retargeting Mannequin animations.
-Most likely you won't be able to find the correct position for your character from the first try.
-The shoulders may look broken, or positioned weirdly. To mitigate that effect,
-find a correct spot for clavicle bone roots. Although, for now, we are going to leave it "as is".
-
-!!! Info
- Later we may use the "auto-detection" provided by the addon via
- [Snap clavicles to Mannequin position](../edit-armature.md#snap-clavicles-to-mannequin-position) transformation.
- It won't give you the best possible result, but it is "good enough" to begin with.
-
-The guidelines
-
- - turn on X-mirror
- - do not change clavicle root position
- - clavicle tail should be placed in the middle of the shoulder joint
-
-
-
-
----
-
-## 9. Left Arm
-
-Following the procedure, we're leaving X-mirror turned on and update the left arm bones.
-Here are some simple guidelines for that
-
- - all bones should be placed in the middle of the mesh
- - `upperarm_l tail` should be placed exactly at the elbow joint
- - `lowerarm_l tail` should be placed exactly at the wrist joint
- - `hand_l tail` should be placed at the root of the middle finger
-
-
-
-
----
-
-## 10. Fingers
-
-Skin the fingers right is tricky. Although, if you're careful enough, the result should be good.
-Here are the guidelines for you:
-
- - roll `hand_l` bone to find the correct `thumb to pinky` position
- - drag roots of gingers, place them to match knuckles
- - rotate the rest finger bones to find correct finger positions
- - scale the bones to match finger phalanges
- - make sure X axis of every bone except thumb looks the same way as the palm
-
-We are still using X-mirror and only dealing with the left hand.
-
-
-
----
-
-## 11. Left leg
-
-Now we're ready to proceed with legs.
-The guidelines are:
-
- - `thigh_l root` should be already in a good position, so we don't touch it
- - `thigh_l tail` should be placed in the knee joint
- - `calf_l tail` should be placed at the ankle joint
- - `foot_l tail` should be placed at the beginning of the toes
- - `ball_l` should be aligned straight forward
-
-We're still using X-mirror and only adjust left leg bones.
-In the process we're also using [Select Bone Group: Twist Bones](../select-bone-group.md#twist-bones)
-to select all twist bones and move them into a different layer, so they don't obscure the view.
-
-
-
----
-
-## 12. Adjust the right side
-
-Ideally the mesh will by symmetrical along the X axis. However, the world is not ideal, so we
-should account for the differences between the left and right sides of the mesh.
-
- 1. Turn OFF X-mirror
- 2. Correct right arm, palm, fingers and leg
-
-
-
----
-
-## 13. Apply the pose as Rest Pose
-
-We have the armature in the correct pose precisely following the mesh posture and proportions.
-Now we need to apply all our changes to the armature by applying the pose as Rest Pose.
-
-
-
----
-
-## 14. Parent the armature
-
-It is time to parent the mesh with the armature. Ideally you may like to amend the
-weight paints for the vertex groups, but for the brevity of this tutorial we will
-use auto-weights and leave it as is. This will give us good enough result for now.
-
-
-
----
-
-## 15. T-Pose
-
-A requirement for the armature to be mannequin-compatible is correct bone rolls.
-The Chiro add-on has built-in functionality to correct the rolls. However, to do so properly
-it needs the character to be in T-Pose. Thus, we will put our mesh into T-Pose now.
-
-Here are the guidelines
-
- - Face: looking straight forward, head is aligned by Z axis
- - Feet: looking straight forward, parallel to the floor
- - Arms: aligned by X axis, parallel to the floor
- - Upper arms: parallel to the floor
- - Elbows: looking straight back (towards Y axis)
- - Palms: parallel to the floor
-
-
-
----
-
-## 16. Apply the pose to mesh
-
-Before we move on, we need to put the mesh into the new T pose at rest. To do so, we will use
-[Apply Pose to Mesh & as Rest](../apply-pose-to-mesh.md) feature. Without it, the mesh will
-keep its original form and not the T-Pose we've just made for it.
-
-`Pose -> Apply -> Apply Pose to Mesh & as Rest (Chiro)`
-
-
-
----
-
-## 16.5. (Optional) Snap clavicles
-
-This step is optional, because it may have different results depending on the character. Sometimes it may help
-with shoulders, sometimes it would make things worse. You should try both ways and choose the best option
-that suits your character anatomy.
-
-!!! Info
- If you are skinning your character for the first time, we are recommending to skip this step
- and come back later to try this option if you find that your character shoulders aren't looking
- properly.
- We also encourage you to save the progress you've made so far in a separate blend file, so
- you could come back to this step later and rework not from the very beginning, but from this step.
-
-To do that we will use [Snap clavicles to Mannequin position](../edit-armature.md#snap-clavicles-to-mannequin-position)
-transformation.
-
-Find and press in the menu:
-
- * `Armature -> Chiro (UE4) -> Mannequin --> Snap clavicles to Mannequin position`
-
-
-
----
-
-## 17. Fix bone rolls
-
-Now we should be able to correct the bone rolls via the [Bone Roll T-Pose](../edit-armature.md#bone-roll-t-pose) transformation.
-
- 2. Switch to `Edit Mode`
- 2. `Armature -> Chiro (UE4) -> Mannequin --> Bone Roll T-Pose`
-
-
-
----
-
-## 18. Fix feet rotation
-
-The [Bone Roll T-Pose](../edit-armature.md#bone-roll-t-pose) transformation will try to detect the best
-rotation. However, depending on the actual mesh pose, it will not be correct for some bones. Particularly,
-if the feet of the mesh don't look straight forward, the roll may be incorrect.
-
-Not a big problem. We can fix the rolls manually.
-To do that:
-
- - Make sure X-Mirror is turned OFF
- - fix the **left foot** roll so **X axis** looks **down**
- - fix the **right foot** roll so **X axis** looks **up**
-
-!!! Warning
- If your mesh has asymmetry, X-mirror will dislocate the bones, this is why we turn it off
-
-!!! Info
- In this video, we're hiding the obstructive bones by selecting them and pressing `H` on keyboard.
- To unhide them later you can press `Alt+H`.
-
-
-
----
-
-## 19. A-Pose
-
-The final step before it's ready for exporting. The add-on [Export FBX](../export-fbx.md) operator
-relies on the armature to be in A-Pose to correct the bone rotations and make it compatible with
-the Mannequin armature. Thus, the last step before exporting is to pose it into A-Pose and apply
-it to the mesh. Similar to what we did with T-Pose before.
-
- 1. Go to `Pose mode`
- 2. Find and press in menu `Pose -> Re-Pose (Chiro UE4) -> "Mannequin --> A-Pose"`
- 3. Find and press in menu `Pose -> Apply -> Apply Pose to Mesh & as Rest (Chiro)`
-
-
-
----
-
-## 20. Export FBX
-
-Now it is ready for exporting to FBX. However, the add-on has its own [Export FBX](../export-fbx.md) operator,
-that uses correct export settings and takes care about some extra stuff that you rarely want to do manually.
-For more details on the Export FBX operator, see its own documentation section.
-
-!!! Note
- Export FBX operator saves files into the same folder with your current .blend file
-
-!!! Warning
- The export may take some time. Wait until the dropdown disappears from the screen.
-
-!!! Info
- If the proportions of your character are exactly the same as Mannequin (e.g. you did not update any bone scales,
- only rotations), you might import it with the Mannequin skeleton and reuse animations with no retargeting required.
- If the proportions are different, you will need retargeting.
-
- * `File -> Export -> FBX (Chiro UE4 Mannequin) -> Save as ***.fbx`
-
-
-
----
-
-## Conclusion
-
-The resulting FBX file is ready for use in Unreal Engine 4 with default import settings.
-Although, most likely it will need animation retargeting in Unreal Engine 4.
-If you are not sure how to do that, read [HowTo: UE4 Retargeting](ue4-retargeting.md).
-
-
-# Results
-
-!!! Warning
- These results are not ideal, because we did not do manual weight painting and mesh correction.
- The goal is to show you what the add-on is capable of, not to teach how to skin characters professionaly.
-
-### Third person
-
-
-
----
-
-### Advanced Locomotion System v4
-
-
diff --git a/documentation/docs/how-to/mixamo.md b/documentation/docs/how-to/mixamo.md
deleted file mode 100644
index 2552f24..0000000
--- a/documentation/docs/how-to/mixamo.md
+++ /dev/null
@@ -1,253 +0,0 @@
-# Re-Skin Mixamo for Unreal Engine 4 Mannequin
-
-The article explains how to swap a [Miaxmo](https://www.mixamo.com/) armature with a Mannequin-compatible armature
-via [Chiro (UE4 Mannequin)](../index.md) add-on for Blender.
-
-
-[TOC]
-
-
-## Intro
-
-Mixamo characters may have a variety of armatures. Some of them are more compatible with Mannequin than others.
-The process described in here will not work for every character you find out there, but should work for some of them.
-
-!!! Note
- Armatures prefixed with `mixamo9:` appear to be more compatible and easy to convert.
-
-!!! Warning
- * Most likely your character
- * has proportions different to the Mannequin
- * does not have twist bones and their weight painted vertex groups
- * Thus, do not expect
- * the character to work without later retargeting in Unreal Engine 4
- * the retargeted animation to fit any character perfectly
-
-
-## 1. Get the character in T-Pose
-
-The easiest way is to download the character in T-Pose.
-Otherwise, you may have to pose your character manually into the T-Pose before we proceed.
-
-!!! Important
- Make sure the character is placed at the origin (in the middle of the scene)
-
-[![Step1: T-Pose](img/mixamo/step1-tpose.png)](img/mixamo/step1-tpose.png)
-
----
-
-## 2. Convert the armature to Mannequin-compatible
-
-Now we will rename every bone of the armature into its Mannequin counterpart and also delete the redundant leaf bones.
-
-To do that, we will use [Skeleton conversion](../edit-armature.md#skeleton-conversion) transformation.
-
- 1. Select the Armature
- 2. Go to `Edit mode`
- 3. Find and press in the menu `Armature -> Chiro (UE4) -> Mixamo --> Skeleton conversion`
-
-
-
----
-
-## 3. Connect the bones with children
-
-Some characters may have incorrect bone orientation.
-The easiest way to make sure all bones are positioned correctly (or at least similar to the Mannequin), is to connect
-the bone tails to children.
-
-To do that we will use [Connect the bones with children](../edit-armature.md#connect-the-bones-with-children)
-transformation.
-
-Find and press in the menu:
-
- * `Armature -> Chiro (UE4) -> Mannequin --> Connect the bones with children`
-
-
-
----
-
-## 4. Snap clavicles to Mannequin position
-
-Most likely your character T-Pose will have clavicle root positions aligned with the spine bone by the X axis.
-The Mannequin, however, has its clavicle roots displaced forward, which better replicates human anatomy.
-Later, when retargeting the Mannequin animation in Unreal Engine 4 for our character, this will make an effect of the
-shoulders stretched back too far, which looks like if scapulae are brought together. To reduce that effect, we can move the
-clavicle bone roots forward, similar to the original Mannequin armature.
-
-To do that we will use [Snap clavicles to Mannequin position](../edit-armature.md#snap-clavicles-to-mannequin-position)
-transformation.
-
-Find and press in the menu:
-
- * `Armature -> Chiro (UE4) -> Mannequin --> Snap clavicles to Mannequin position`
-
-
-
----
-
-## 5. Make Twist bones
-
-Most likely the character does not have the Mannequin Twist bones.
-Even though there are no
-[Vertex groups](https://docs.blender.org/manual/en/latest/modeling/meshes/properties/vertex_groups/index.html)
-nor [Weight paints](https://docs.blender.org/manual/en/latest/sculpt_paint/weight_paint/index.html),
-we still need those Twist bones to exist so that Unreal Engine 4 can work with the skeleton when
-we retarget Mannequin animation. This is important for the engine that all the bones exist
-and precisely reproduce the original skeleton hierarchy.
-
-To do that we will use [Make twist bones](../edit-armature.md#make-twist-bones) transformation.
-
-!!! Warning
- This transformation generates the bones **only**. It does not generate any Vertex Groups
- with Weights. If you want your character to be more compatible with retargeted animation,
- you may need to manually Weight paint those Vertex Groups.
-
-
- * `Armature -> Chiro (UE4) -> Mannequin --> Make Twist bones`
-
-
-
-
----
-
-## 6. Roll the bones
-
-The Mixamo characters have the bone heads and tails properly placed out of the box,
-same as the Weights for the Vertex Groups.
-However, an important difference with the Mannequin is the bones are rolled differently.
-Fret not, you don't have to re-roll every bone manually as long as your character is carefully
-posed in T-Pose. As long as it is the case, the add-on can detect proper
-rolls for every bone. Then you may correct the small bits manually if you'd like. Although, usually
-it will have "good enough" result without manual changes.
-
-!!! Warning
- It is important that the **Mesh is in correct T-Pose**:
-
- * Face: looking straight forward, head is aligned by Z axis
- * Feet: looking straight forward, parallel to the floor
- * Arms: aligned by X axis, parallel to the floor
- * Upper arms: parallel to the floor
- * Elbows: looking straight back (towards Y axis)
- * Palms: parallel to the floor
-
-!!! Note
- Usually Mixamo in T-Pose will have the correct posture out of the box.
-
-
-After we make sure the mesh is in the correct T-Pose, we may reroll the bones.
-
-To do that we will use [Bone Roll T-Pose](../edit-armature.md#bone-roll-t-pose) transformation.
-
- * `Armature -> Chiro (UE4) -> Mannequin --> Bone Roll T-Pose`
-
-
-
----
-
-## 7. Fix feet rotation
-
-The [Bone Roll T-Pose](../edit-armature.md#bone-roll-t-pose) transformation will try to detect the best possible
-rotation. However, depending on the actual mesh pose, it will not be correct for some bones. Particularly,
-if the feet of the mesh don't look straight forward, then the roll will not be correct.
-
-Not a big problem. We can fix the rolls manually.
-To do that:
-
- - turn on X-Mirror
- - fix the **left foot** roll so **X axis** looks **down**
-
-!!! Warning
- Right foot bone X-axis should look straight up, but with X-mirror that will be auto-corrected
-
-
-
----
-
-## 8. Fix finger rotation
-
-Same as with feet, finger rolls may need manual update so every X axis of every finger bone
-(except thumb) looks straight down, following the palm direction.
-
- - turn on X-Mirror
- - fix the **left arm** fingers so that **X axes** look **down**
-
-!!! Warning
- The palm should be looking down as well. This is X-axis of the **hand_l** bone
-
-
-
-
----
-
-## 9. Re-Pose the Mesh to the Mannequin A-Pose
-
-Before we can export the character to FBX, we have to re-pose it into Mannequin A-Pose.
-This is necessary so that add-on may transform the bone rotations later when exporting to FBX.
-We will omit the technical details here, but this is necessary for the character to get exported correctly.
-
-To do that
-
- 1. Go to `Pose mode`
- 2. Find and press in menu `Pose -> Re-Pose (Chiro UE4) -> "Mannequin --> A-Pose"`
- 3. Find and press in menu `Pose -> Apply -> Apply Pose to Mesh & as Rest (Chiro)`
-
-
-
-
----
-
-## 10. Export FBX
-
-Now it is ready for exporting to FBX. However, the add-on has its own [Export FBX](../export-fbx.md) operator,
-that uses correct export settings and takes care about some extra stuff that you usually don't want to do manually.
-For the details on the Export FBX operator, see its own documentation section.
-
-!!! Note
- Export FBX operator saves files into the same folder where your current .blend file resides
-
- * `File -> Export -> FBX (Chiro UE4 Mannequin) -> Save as ***.fbx`
-
-
-
----
-
-## Conclusion
-
-The resulting FBX file is ready for Unreal Engine 4 with default import settings.
-Although, most likely your character will need animation retargeting in Unreal Engine 4.
-If you are not sure how to do that, see [HowTo: UE4 Retargeting](ue4-retargeting.md).
-
-Here is the result of what we have done in this article, with animation retargeting as per [HowTo: UE4 Retargeting](ue4-retargeting.md).
-
-
\ No newline at end of file
diff --git a/documentation/docs/how-to/ue4-retargeting.md b/documentation/docs/how-to/ue4-retargeting.md
deleted file mode 100644
index 0c4bad7..0000000
--- a/documentation/docs/how-to/ue4-retargeting.md
+++ /dev/null
@@ -1,105 +0,0 @@
-# Retarget Unreal Engine 4 Mannequin animation
-
-This article explains how to retarget Mannequin-compatible animation for a Skeletal Mesh
-with Mannequin-compatible skeleton (armature).
-
-The entire process happens only in Unreal Engine 4 and implies you have done FBX export
-with a mannequin-compatible character (perhaps following another How-To).
-
-
-!!! Warning
- This article is not a part of the official Unreal Engine 4 documentation and may not be
- up to date with its latest features.
-
-
-[TOC]
-
-
-## Intro
-
-This article is an example of a retargeting procedure and does not contain
-the optimal retargeting settings. Every Skeletal Mesh is unique and may require different
-retargeting settings for achieving better results. Do not take the advice given here
-as the best possible for your project.
-
-
-## 1. Import FBX
-
-Create a separate folder for the character and import the FBX file with default settings.
-
-
-
----
-
-## 2. Select Rig for Mannequin
-
-We need the retargeting system to pick up Mannequin animation blueprints as a potential source of retargeting.
-For that, you may need to assign the humanoid rig to the Mannequin Skeleton.
-
- 1. Find and Open the Mannequin Skeleton asset
- 2. Open the Retarget Manager
- 3. Select Humanoid Rig
- 4. Save the Mannequin Skeleton
-
-
-
----
-
-## 3. Retarget your character
-
- 1. Find and Open your character skeleton asset
- 2. Open the Retarget Manager
- 3. Select Humanoid Rig
- 4. Open Skeleton Tree
- 5. Select "Show Retargeting Options" in the dropdown
- 6. Recursively set Translation Retargeting Skeleton for all bones
- 7. Set Translation Retargeting Animation for **root**
- 8. Set Translation Retargeting Animation Scaled for **pelvis**
- 9. Save the skeleton
-
-
-
----
-
-## 4. Retarget the animation blueprint
-
- 1. Find the animation blueprint you want to retarget
- 2. Choose the correct retargeting options
- 3. Retarget and save the resulting assets
-
-
-
----
-
-## 5. Use your character and animation on the player pawn
-
- 1. Swap skeletal mesh with your character
- 2. Choose your retargeted animation blueprint as the Anim Class
-
-
-
----
-
-## Conclusion
-
-As the result, we can reuse the existing animation blueprints made for the Mannequin.
-
-
\ No newline at end of file
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diff --git a/documentation/docs/index.md b/documentation/docs/index.md
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--- a/documentation/docs/index.md
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-[![Chiro UE4 Mannequin Logo](./img/logo.png)](index.md)
-
-# Chiro (UE4 Mannequin)
-
-"Chiro (UE4 Mannequin)" is a [Blender](https://www.blender.org/) add-on
-for [skinning](https://docs.blender.org/manual/en/latest/animation/armatures/skinning/introduction.html)
-with Unreal Engine 4 Mannequin armature.
-
----
-
-[![GNU GPL3](https://img.shields.io/badge/license-GPL3-blue.svg?style=for-the-badge&logo=blender)]()
-
----
-
-
-## Who is it for
-
- - **3D Artists**, who want to skin their characters with the Mannequin skeleton
- - **Indie Game Developers**, who want an easy way to swap an armature of a mesh with the Mannequin skeleton
-
-
-## Why we need it
-
- - animation created for Mannequin may be reused
- - blueprints created for Mannequin may be reused
- - Mannequin skeleton may be reused
-
-
-## What it gives you
-
- - Free software (as in freedom)
- - Skinning with Mannequin compatible armatures
- - FBX export made easy (with correct scale)
- - Mixamo to Mannequin skeleton transformations automation
- - A bunch of automations
-
-
-## What it does not do
-
-The primary goal of this add-on is to make
-[Skinning](https://docs.blender.org/manual/en/latest/animation/armatures/skinning/introduction.html) easy.
-If you need to animate your characters, you should consider using EpicGames Blender Tools for that (e.g. Unreal to Rigify).
-
-
-## Blender compatibility
-
-Requires **2.8x**
-Tested with **2.83 LTS**
-
-
-## Found a bug?
-
-Create a new [GitHub Issue](https://github.com/vespero-group/chiro-ue4/issues).
-
-
-## Need help?
-
-Try asking in the [chiro-ue4:matrix.org](https://matrix.to/#/!pfBEGiBXAHTOGcAwwq:matrix.org?via=matrix.org) matrix channel, or raise a [GitHub issue](https://github.com/vespero-group/chiro-ue4/issues).
-
-
-## Want to help?
-
-We believe that artists should have access to free (as in freedom) and open-source software of high quality.
-If you want to support our cause, you could
-
- - Give us a star on [GitHub](https://github.com/vespero-group/chiro-ue4)
- - Let us know how we could make it better via [GitHub Issues](https://github.com/vespero-group/chiro-ue4/issues)
- - Tell others about the add-on and what it does
-
-
-## Good luck!
-
-We wish this project can serve you well, creative person. Go, make the world a little better!
diff --git a/documentation/docs/installation.md b/documentation/docs/installation.md
deleted file mode 100644
index 0fc8d05..0000000
--- a/documentation/docs/installation.md
+++ /dev/null
@@ -1,19 +0,0 @@
-# Installation
-
-## Download
-
-You may download releases from:
-
- - [GitHub Release page](https://github.com/vespero-group/chiro-ue4/releases)
-
-## Install
-
-You may install the addon in any way [supported](https://docs.blender.org/manual/en/latest/editors/preferences/addons.html) by Blender.
-
-## Configuration
-
-There are 2 configuration options. They enable extra features not needed for most of the usual workflows.
-
- - Advanced features (disabled). This option makes some advanced tools to appear in UI. Most of those are used internally by other tools and are not required for straightforward use.
-
- - Developer mode (disabled). This option makes a developer UI panel to show up. The panel comprises tools only needed for developers of this addon and not required for any usual workflows.
diff --git a/documentation/docs/re-pose.md b/documentation/docs/re-pose.md
deleted file mode 100644
index ee6f32f..0000000
--- a/documentation/docs/re-pose.md
+++ /dev/null
@@ -1,24 +0,0 @@
-# RePose character
-
-
-## Re-Pose Mannequin A-Pose
-
-Pose Mode -> Pose -> Re-Pose (Chiro UE4) -> "Mannequin --> A-Pose"
-
-
-[![RePose Mannequin A-Pose Menu](img/feature/re-pose/re-pose-mannequin-a-menu.png)](img/feature/re-pose/re-pose-mannequin-a-menu.png)
-
-
-[![RePose Mannequin A-Pose Action](img/feature/re-pose/re-pose-mannequin-a-action.gif)](img/feature/re-pose/re-pose-mannequin-a-action.gif)
-
-
-
-## Re-Pose Mannequin T-Pose
-
-Pose Mode -> Pose -> Re-Pose (Chiro UE4) -> "Mannequin --> T-Pose"
-
-
-[![RePose Mannequin T-Pose Menu](img/feature/re-pose/re-pose-mannequin-t-menu.png)](img/feature/re-pose/re-pose-mannequin-t-menu.png)
-
-
-[![RePose Mannequin T-Pose](img/feature/re-pose/re-pose-mannequin-t-action.gif)](img/feature/re-pose/re-pose-mannequin-t-action.gif)
diff --git a/documentation/docs/select-bone-group.md b/documentation/docs/select-bone-group.md
deleted file mode 100644
index bd4d8d3..0000000
--- a/documentation/docs/select-bone-group.md
+++ /dev/null
@@ -1,67 +0,0 @@
-# Select bone group
-
-## Mannequin
-
-### Twist Bones
-
-Select all Twist bones in the Mannequin armature
-
-The twist bones are:
-
- - upperarm_twist_01_l
- - upperarm_twist_01_r
- - lowerarm_twist_01_l
- - lowerarm_twist_01_r
- - thigh_twist_01_l
- - thigh_twist_01_r
- - calf_twist_01_l
- - calf_twist_01_r
-
-Edit Mode -> Select -> Select Bone Group (Chiro UE4) -> "Mannequin --> Twist Bones"
-
-or
-
-Pose Mode -> Select -> Select Bone Group (Chiro UE4) -> "Mannequin --> Twist Bones"
-
-
-[![Select Mannequin Twist Bones Menu](img/feature/select-bone-group/mannequin-twist-bones-menu.png)](img/feature/select-bone-group/mannequin-twist-bones-menu.png)
-
-
-### Palm Bones
-
-Select all Palm bones in the Mannequin armature
-
-The palm bones are hands and all fingers (32 bones in total).
-
-Edit Mode -> Select -> Select Bone Group (Chiro UE4) -> "Mannequin --> Palm"
-
-or
-
-Pose Mode -> Select -> Select Bone Group (Chiro UE4) -> "Mannequin --> Palm"
-
-
-[![Select Mannequin Palm Bones Menu](img/feature/select-bone-group/mannequin-palm-bones-menu.png)](img/feature/select-bone-group/mannequin-palm-bones-menu.png)
-
-
-### IK Bones
-
-The IK bones are:
-
- - ik_hand_root
- - ik_hand_gun
- - ik_hand_l
- - ik_hand_r
- - ik_foot_root
- - ik_foot_l
- - ik_foot_r
-
-Select all IK bones in the Mannequin armature
-
-Edit Mode -> Select -> Select Bone Group (Chiro UE4) -> "Mannequin --> IK Bones"
-
-or
-
-Pose Mode -> Select -> Select Bone Group (Chiro UE4) -> "Mannequin --> IK Bones"
-
-
-[![Select Mannequin IK Bones Menu](img/feature/select-bone-group/mannequin-ik-bones-menu.png)](img/feature/select-bone-group/mannequin-ik-bones-menu.png)
diff --git a/documentation/mkdocs.yml b/documentation/mkdocs.yml
deleted file mode 100644
index 63d3381..0000000
--- a/documentation/mkdocs.yml
+++ /dev/null
@@ -1,27 +0,0 @@
-theme: readthedocs
-site_name: Chiro (UE4 Mannequin)
-repo_url: https://github.org/vespero-group/chiro-ue4
-google_analytics: ['UA-174942804-1', 'vespero-group.github.io']
-
-nav:
- - 'index.md'
- - 'Getting Started':
- - 'getting-started.md'
- - 'installation.md'
- - 'How To':
- - 'Skinning': 'how-to/leah.md'
- - 'Mixamo Re-Skin': 'how-to/mixamo.md'
- - 'UE4 Retargeting': 'how-to/ue4-retargeting.md'
- - 'Tools Overview':
- - 'Add Armature': 'add-armature.md'
- - 'Add Mesh': 'add-mesh.md'
- - 'Add Skeletal Mesh': 'add-skeletal-mesh.md'
- - 'Apply Pose to Mesh & as Rest': 'apply-pose-to-mesh.md'
- - 'Edit Armature': 'edit-armature.md'
- - 'Export FBX': 'export-fbx.md'
- - 'Re-Pose': 're-pose.md'
- - 'Select Bones': 'select-bone-group.md'
-
-markdown_extensions:
- - admonition
- - toc
\ No newline at end of file
diff --git a/addon/ops/__init__.py b/ops/__init__.py
similarity index 100%
rename from addon/ops/__init__.py
rename to ops/__init__.py
diff --git a/addon/ops/add_armature.py b/ops/add_armature.py
similarity index 100%
rename from addon/ops/add_armature.py
rename to ops/add_armature.py
diff --git a/addon/ops/add_mesh.py b/ops/add_mesh.py
similarity index 100%
rename from addon/ops/add_mesh.py
rename to ops/add_mesh.py
diff --git a/addon/ops/add_skeletal_mesh.py b/ops/add_skeletal_mesh.py
similarity index 100%
rename from addon/ops/add_skeletal_mesh.py
rename to ops/add_skeletal_mesh.py
diff --git a/addon/ops/apply_pose_to_mesh.py b/ops/apply_pose_to_mesh.py
similarity index 100%
rename from addon/ops/apply_pose_to_mesh.py
rename to ops/apply_pose_to_mesh.py
diff --git a/addon/ops/dev/export_armature.py b/ops/dev/export_armature.py
similarity index 100%
rename from addon/ops/dev/export_armature.py
rename to ops/dev/export_armature.py
diff --git a/addon/ops/dev/export_mesh.py b/ops/dev/export_mesh.py
similarity index 100%
rename from addon/ops/dev/export_mesh.py
rename to ops/dev/export_mesh.py
diff --git a/addon/ops/dev/test_operator.py b/ops/dev/test_operator.py
similarity index 100%
rename from addon/ops/dev/test_operator.py
rename to ops/dev/test_operator.py
diff --git a/addon/ops/fbx_export.py b/ops/fbx_export.py
similarity index 100%
rename from addon/ops/fbx_export.py
rename to ops/fbx_export.py
diff --git a/addon/ops/operator_mixin.py b/ops/operator_mixin.py
similarity index 100%
rename from addon/ops/operator_mixin.py
rename to ops/operator_mixin.py
diff --git a/addon/ops/re_pose.py b/ops/re_pose.py
similarity index 100%
rename from addon/ops/re_pose.py
rename to ops/re_pose.py
diff --git a/addon/ops/select_bone_group.py b/ops/select_bone_group.py
similarity index 100%
rename from addon/ops/select_bone_group.py
rename to ops/select_bone_group.py
diff --git a/addon/ops/transform.py b/ops/transform.py
similarity index 100%
rename from addon/ops/transform.py
rename to ops/transform.py
diff --git a/addon/ui/__init__.py b/ui/__init__.py
similarity index 100%
rename from addon/ui/__init__.py
rename to ui/__init__.py
diff --git a/addon/ui/menu/__init__.py b/ui/menu/__init__.py
similarity index 100%
rename from addon/ui/menu/__init__.py
rename to ui/menu/__init__.py
diff --git a/addon/ui/menu/add_armature_sub_menu.py b/ui/menu/add_armature_sub_menu.py
similarity index 100%
rename from addon/ui/menu/add_armature_sub_menu.py
rename to ui/menu/add_armature_sub_menu.py
diff --git a/addon/ui/menu/add_mesh_sub_menu.py b/ui/menu/add_mesh_sub_menu.py
similarity index 100%
rename from addon/ui/menu/add_mesh_sub_menu.py
rename to ui/menu/add_mesh_sub_menu.py
diff --git a/addon/ui/menu/add_skeletal_mesh_sub_menu.py b/ui/menu/add_skeletal_mesh_sub_menu.py
similarity index 100%
rename from addon/ui/menu/add_skeletal_mesh_sub_menu.py
rename to ui/menu/add_skeletal_mesh_sub_menu.py
diff --git a/addon/ui/menu/edit_armature_sub_menu.py b/ui/menu/edit_armature_sub_menu.py
similarity index 100%
rename from addon/ui/menu/edit_armature_sub_menu.py
rename to ui/menu/edit_armature_sub_menu.py
diff --git a/addon/ui/menu/fbx_export_sub_menu.py b/ui/menu/fbx_export_sub_menu.py
similarity index 100%
rename from addon/ui/menu/fbx_export_sub_menu.py
rename to ui/menu/fbx_export_sub_menu.py
diff --git a/addon/ui/menu/re_pose_sub_menu.py b/ui/menu/re_pose_sub_menu.py
similarity index 100%
rename from addon/ui/menu/re_pose_sub_menu.py
rename to ui/menu/re_pose_sub_menu.py
diff --git a/addon/ui/menu/select_bone_group_sub_menu.py b/ui/menu/select_bone_group_sub_menu.py
similarity index 100%
rename from addon/ui/menu/select_bone_group_sub_menu.py
rename to ui/menu/select_bone_group_sub_menu.py
diff --git a/addon/ui/panels/__init__.py b/ui/panels/__init__.py
similarity index 100%
rename from addon/ui/panels/__init__.py
rename to ui/panels/__init__.py
diff --git a/addon/ui/panels/export.py b/ui/panels/export.py
similarity index 100%
rename from addon/ui/panels/export.py
rename to ui/panels/export.py
diff --git a/addon/utils/arma.py b/utils/arma.py
similarity index 100%
rename from addon/utils/arma.py
rename to utils/arma.py
diff --git a/addon/utils/bone.py b/utils/bone.py
similarity index 100%
rename from addon/utils/bone.py
rename to utils/bone.py
diff --git a/addon/utils/cfg.py b/utils/cfg.py
similarity index 100%
rename from addon/utils/cfg.py
rename to utils/cfg.py
diff --git a/addon/utils/context.py b/utils/context.py
similarity index 100%
rename from addon/utils/context.py
rename to utils/context.py
diff --git a/addon/utils/export_helper.py b/utils/export_helper.py
similarity index 100%
rename from addon/utils/export_helper.py
rename to utils/export_helper.py
diff --git a/addon/utils/fs.py b/utils/fs.py
similarity index 100%
rename from addon/utils/fs.py
rename to utils/fs.py
diff --git a/addon/utils/mesh.py b/utils/mesh.py
similarity index 100%
rename from addon/utils/mesh.py
rename to utils/mesh.py
diff --git a/addon/utils/mode.py b/utils/mode.py
similarity index 100%
rename from addon/utils/mode.py
rename to utils/mode.py
diff --git a/addon/utils/object.py b/utils/object.py
similarity index 100%
rename from addon/utils/object.py
rename to utils/object.py
diff --git a/addon/utils/pose.py b/utils/pose.py
similarity index 100%
rename from addon/utils/pose.py
rename to utils/pose.py
diff --git a/addon/utils/transform.py b/utils/transform.py
similarity index 100%
rename from addon/utils/transform.py
rename to utils/transform.py