Welcome to mirror list, hosted at ThFree Co, Russian Federation.

retarget.py « mocap - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: c979c00b0ba2ff4970c5bbd850b8b056f3fc7eb1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
# ##### BEGIN GPL LICENSE BLOCK #####
#
#  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 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

# <pep8 compliant>

import bpy
from mathutils import Vector, Matrix
from math import radians
from bpy_extras.anim_utils import bake_action


def hasIKConstraint(pose_bone):
    #utility function / predicate, returns True if given bone has IK constraint
    ik = [constraint for constraint in pose_bone.constraints if constraint.type == "IK"]
    if ik:
        return ik[0]
    else:
        return False


def createDictionary(perf_arm, end_arm):
    # clear any old data
    for end_bone in end_arm.bones:
        for mapping in end_bone.reverseMap:
            end_bone.reverseMap.remove(0)

    for perf_bone in perf_arm.bones:
        #find its match and add perf_bone to the match's mapping
        if perf_bone.map:
            end_bone = end_arm.bones[perf_bone.map]
            newMap = end_bone.reverseMap.add()
            newMap.name = perf_bone.name
            end_bone.foot = perf_bone.foot

    #root is the root of the enduser
    root = end_arm.bones[0].name
    feetBones = [bone.name for bone in perf_arm.bones if bone.foot]
    return feetBones, root


def loadMapping(perf_arm, end_arm):
    for end_bone in end_arm.bones:
        #find its match and add perf_bone to the match's mapping
        if end_bone.reverseMap:
            for perf_bone in end_bone.reverseMap:
                perf_arm.bones[perf_bone.name].map = end_bone.name

#creation of intermediate armature
# the intermediate armature has the hierarchy of the end user,
# does not have rotation inheritance
# and bone roll is identical to the performer
# its purpose is to copy over the rotations
# easily while concentrating on the hierarchy changes


def createIntermediate(performer_obj, enduser_obj, root, s_frame, e_frame, scene, step):
    #creates and keyframes an empty with its location
    #the original position of the tail bone
    #useful for storing the important data in the original motion
    #i.e. using this empty to IK the chain to that pos / DEBUG

    #Simple 1to1 retarget of a bone
    def singleBoneRetarget(inter_bone, perf_bone):
        perf_world_rotation = perf_bone.matrix
        inter_world_base_rotation = inter_bone.bone.matrix_local
        inter_world_base_inv = inter_world_base_rotation.inverted()
        bake_matrix = (inter_world_base_inv.to_3x3() * perf_world_rotation.to_3x3())
        return bake_matrix.to_4x4()

    #uses 1to1 and interpolation/averaging to match many to 1 retarget
    def manyPerfToSingleInterRetarget(inter_bone, performer_bones_s):
        retarget_matrices = [singleBoneRetarget(inter_bone, perf_bone) for perf_bone in performer_bones_s]
        lerp_matrix = Matrix()
        for i in range(len(retarget_matrices) - 1):
            first_mat = retarget_matrices[i]
            next_mat = retarget_matrices[i + 1]
            lerp_matrix = first_mat.lerp(next_mat, 0.5)
        return lerp_matrix

    #determines the type of hierarchy change needed and calls the
    #right function
    def retargetPerfToInter(inter_bone):
        if inter_bone.bone.reverseMap:
            perf_bone_name = inter_bone.bone.reverseMap
                # 1 to many not supported yet
                # then its either a many to 1 or 1 to 1
            if len(perf_bone_name) > 1:
                performer_bones_s = [performer_bones[map.name] for map in perf_bone_name]
                #we need to map several performance bone to a single
                inter_bone.matrix_basis = manyPerfToSingleInterRetarget(inter_bone, performer_bones_s)
            else:
                perf_bone = performer_bones[perf_bone_name[0].name]
                inter_bone.matrix_basis = singleBoneRetarget(inter_bone, perf_bone)
        #Some bones have incorrect roll on the source armature, and need to be marked for fixing
        if inter_bone.bone.twistFix:
            inter_bone.matrix_basis *= Matrix.Rotation(radians(180), 4, "Y")
        rot_mode = inter_bone.rotation_mode
        if rot_mode == "QUATERNION":
            inter_bone.keyframe_insert("rotation_quaternion")
        elif rot_mode == "AXIS_ANGLE":
            inter_bone.keyframe_insert("rotation_axis_angle")
        else:
            inter_bone.keyframe_insert("rotation_euler")

    #creates the intermediate armature object
    inter_obj = enduser_obj.copy()
    inter_obj.data = inter_obj.data.copy()  # duplicate data
    bpy.context.scene.objects.link(inter_obj)
    inter_obj.name = "intermediate"
    bpy.context.scene.objects.active = inter_obj
    bpy.ops.object.mode_set(mode='EDIT')
    #add some temporary connecting bones in case end user bones are not connected to their parents
    rollDict = {}
    print("creating temp bones")
    for bone in inter_obj.data.edit_bones:
        if not bone.use_connect and bone.parent:
            if inter_obj.data.bones[bone.parent.name].reverseMap or inter_obj.data.bones[bone.name].reverseMap:
                newBone = inter_obj.data.edit_bones.new("Temp")
                newBone.head = bone.parent.tail
                newBone.tail = bone.head
                newBone.parent = bone.parent
                bone.parent = newBone
                bone.use_connect = True
                newBone.use_connect = True
        rollDict[bone.name] = bone.roll
        bone.roll = 0
    #resets roll
    print("retargeting to intermediate")
    bpy.ops.object.mode_set(mode="OBJECT")
    inter_obj.data.name = "inter_arm"
    inter_arm = inter_obj.data
    performer_bones = performer_obj.pose.bones
    inter_bones = inter_obj.pose.bones
    #clears inheritance
    for inter_bone in inter_bones:
        if inter_bone.bone.reverseMap:
            inter_bone.bone.use_inherit_rotation = False
        else:
            inter_bone.bone.use_inherit_rotation = True

    for t in range(s_frame, e_frame, step):
        if (t - s_frame) % 10 == 0:
            print("First pass: retargeting frame {0}/{1}".format(t, e_frame - s_frame))
        scene.frame_set(t)
        for bone in inter_bones:
            retargetPerfToInter(bone)

    return inter_obj

# this procedure copies the rotations over from the intermediate
# armature to the end user one.
# As the hierarchies are 1 to 1, this is a simple matter of
# copying the rotation, while keeping in mind bone roll, parenting, etc.
# TODO: Control Bones: If a certain bone is constrained in a way
#       that its rotation is determined by another (a control bone)
#       We should determine the right pos of the control bone.
#       Scale: ? Should work but needs testing.


def retargetEnduser(inter_obj, enduser_obj, root, s_frame, e_frame, scene, step):
    inter_bones = inter_obj.pose.bones
    end_bones = enduser_obj.pose.bones

    #Basic "visual baking" function, for transferring rotations from intermediate to end user
    def bakeTransform(end_bone):
        src_bone = inter_bones[end_bone.name]
        trg_bone = end_bone
        bake_matrix = src_bone.matrix
        rest_matrix = trg_bone.bone.matrix_local

        if trg_bone.parent and trg_bone.bone.use_inherit_rotation:
            srcParent = src_bone.parent
            if "Temp" in srcParent.name:
                srcParent = srcParent.parent
            parent_mat = srcParent.matrix
            parent_rest = trg_bone.parent.bone.matrix_local
            parent_rest_inv = parent_rest.inverted()
            parent_mat_inv = parent_mat.inverted()
            bake_matrix = parent_mat_inv * bake_matrix
            rest_matrix = parent_rest_inv * rest_matrix

        rest_matrix_inv = rest_matrix.inverted()
        bake_matrix = rest_matrix_inv * bake_matrix
        end_bone.matrix_basis = bake_matrix
        rot_mode = end_bone.rotation_mode
        if rot_mode == "QUATERNION":
            end_bone.keyframe_insert("rotation_quaternion")
        elif rot_mode == "AXIS_ANGLE":
            end_bone.keyframe_insert("rotation_axis_angle")
        else:
            end_bone.keyframe_insert("rotation_euler")
        if not end_bone.bone.use_connect:
            end_bone.keyframe_insert("location")

        for bone in end_bone.children:
            bakeTransform(bone)

    for t in range(s_frame, e_frame, step):
        if (t - s_frame) % 10 == 0:
            print("Second pass: retargeting frame {0}/{1}".format(t, e_frame - s_frame))
        scene.frame_set(t)
        end_bone = end_bones[root]
        end_bone.location = Vector((0, 0, 0))
        end_bone.keyframe_insert("location")
        bakeTransform(end_bone)

#receives the performer feet bones as a variable
# by "feet" I mean those bones that have plants
# (they don't move, despite root moving) somewhere in the animation.


def copyTranslation(performer_obj, enduser_obj, perfFeet, root, s_frame, e_frame, scene, enduser_obj_mat):

    perf_bones = performer_obj.pose.bones
    end_bones = enduser_obj.pose.bones

    perfRoot = perf_bones[0].name
    endFeet = [perf_bones[perfBone].bone.map for perfBone in perfFeet]
    locDictKeys = perfFeet + endFeet + [perfRoot]

    def tailLoc(bone):
        return bone.center + (bone.vector / 2)

    #Step 1 - we create a dict that contains these keys:
    #(Performer) Hips, Feet
    #(End user) Feet
    # where the values are their world position on each frame in range (s,e)

    locDict = {}
    for key in locDictKeys:
        locDict[key] = []

    for t in range(scene.frame_start, scene.frame_end):
        scene.frame_set(t)
        for bone in perfFeet:
            locDict[bone].append(tailLoc(perf_bones[bone]))
        locDict[perfRoot].append(tailLoc(perf_bones[perfRoot]))
        for bone in endFeet:
            locDict[bone].append(tailLoc(end_bones[bone]))

    # now we take our locDict and analyze it.
    # we need to derive all chains

    def locDeriv(key, t):
        graph = locDict[key]
        return graph[t + 1] - graph[t]

    # now find the plant frames, where perfFeet don't move much

    linearAvg = []
    for key in perfFeet:
        for i in range(len(locDict[key]) - 1):
            v = locDeriv(key, i)
            if (v.length < 0.1):
                hipV = locDeriv(perfRoot, i)
                endV = locDeriv(perf_bones[key].bone.map, i)
                #this is a plant frame.
                #lets see what the original hip delta is, and the corresponding
                #end bone's delta
                if endV.length != 0:
                    linearAvg.append(hipV.length / endV.length)

    action_name = performer_obj.animation_data.action.name
    #is there a stride_bone?
    if "stride_bone" in bpy.data.objects:
        stride_action = bpy.data.actions.new("Stride Bone " + action_name)
        stride_action.use_fake_user = True
        stride_bone = enduser_obj.parent
        stride_bone.animation_data.action = stride_action
    else:
        bpy.ops.object.mode_set(mode='OBJECT')
        bpy.ops.object.add()
        stride_bone = bpy.context.active_object
        stride_bone.name = "stride_bone"
    stride_bone.location = enduser_obj_mat.to_translation()
    if linearAvg:
        #determine the average change in scale needed
        avg = sum(linearAvg) / len(linearAvg)
    else:
        avg = 1
    scene.frame_set(s_frame)
    initialPos = (tailLoc(perf_bones[perfRoot]) / avg)
    for t in range(s_frame, e_frame):
        scene.frame_set(t)
        #calculate the new position, by dividing by the found ratio between performer and enduser
        newTranslation = (tailLoc(perf_bones[perfRoot]) / avg)
        stride_bone.location = enduser_obj_mat * (newTranslation - initialPos)
        stride_bone.keyframe_insert("location")
    stride_bone.animation_data.action.name = ("Stride Bone " + action_name)

    return stride_bone


def IKRetarget(performer_obj, enduser_obj, s_frame, e_frame, scene, step):
    end_bones = enduser_obj.pose.bones
    for pose_bone in end_bones:
        ik_constraint = hasIKConstraint(pose_bone)
        if ik_constraint:
            target_is_bone = False
            # set constraint target to corresponding empty if targetless,
            # if not, keyframe current target to corresponding empty
            perf_bone = pose_bone.bone.reverseMap[-1].name
            bpy.ops.object.mode_set(mode='EDIT')
            orgLocTrg = originalLocationTarget(pose_bone, enduser_obj)
            bpy.ops.object.mode_set(mode='OBJECT')
            if not ik_constraint.target:
                ik_constraint.target = enduser_obj
                ik_constraint.subtarget = pose_bone.name + "IK"
                target = orgLocTrg

            # There is a target now
            if ik_constraint.subtarget:
                target = ik_constraint.target.pose.bones[ik_constraint.subtarget]
                target.bone.use_local_location = False
                target_is_bone = True
            else:
                target = ik_constraint.target

            # bake the correct locations for the ik target bones
            for t in range(s_frame, e_frame, step):
                scene.frame_set(t)
                if target_is_bone:
                    final_loc = pose_bone.tail - target.bone.matrix_local.to_translation()
                else:
                    final_loc = pose_bone.tail
                target.location = final_loc
                target.keyframe_insert("location")
            ik_constraint.mute = False
    scene.frame_set(s_frame)
    bpy.ops.object.mode_set(mode='OBJECT')


def turnOffIK(enduser_obj):
    end_bones = enduser_obj.pose.bones
    for pose_bone in end_bones:
        ik_constraint = hasIKConstraint(pose_bone)
        if ik_constraint:
            ik_constraint.mute = True


#copy the object matrixes and clear them (to be reinserted later)
def cleanAndStoreObjMat(performer_obj, enduser_obj):
    perf_obj_mat = performer_obj.matrix_world.copy()
    enduser_obj_mat = enduser_obj.matrix_world.copy()
    zero_mat = Matrix()
    performer_obj.matrix_world = zero_mat
    enduser_obj.matrix_world = zero_mat
    return perf_obj_mat, enduser_obj_mat


#restore the object matrixes after parenting the auto generated IK empties
def restoreObjMat(performer_obj, enduser_obj, perf_obj_mat, enduser_obj_mat, stride_bone, scene, s_frame):
    pose_bones = enduser_obj.pose.bones
    for pose_bone in pose_bones:
        if pose_bone.name + "Org" in bpy.data.objects:
            empty = bpy.data.objects[pose_bone.name + "Org"]
            empty.parent = stride_bone
    performer_obj.matrix_world = perf_obj_mat
    enduser_obj.parent = stride_bone
    scene.frame_set(s_frame)
    enduser_obj_mat = enduser_obj_mat.to_3x3().to_4x4() * Matrix.Translation(stride_bone.matrix_world.to_translation())
    enduser_obj.matrix_world = enduser_obj_mat


#create (or return if exists) the related IK empty to the bone
def originalLocationTarget(end_bone, enduser_obj):
    ik_bone = hasIKConstraint(end_bone).subtarget
    if not ik_bone:
        print("Adding IK bones for: " + end_bone.name)
        newBone = enduser_obj.data.edit_bones.new(end_bone.name + "IK")
        newBone.head = end_bone.tail
        newBone.tail = end_bone.tail + Vector((0, 0.1, 0))
    else:
        newBone = enduser_obj.pose.bones[ik_bone]
    return newBone


#create the specified NLA setup for base animation, constraints and tweak layer.
def NLASystemInitialize(enduser_arm, context):
    enduser_obj = context.active_object
    NLATracks = enduser_arm.mocapNLATracks[enduser_obj.data.active_mocap]
    name = NLATracks.name
    anim_data = enduser_obj.animation_data
    s_frame = 0
    if ("Base " + name) in bpy.data.actions:
        mocapAction = bpy.data.actions[("Base " + name)]
    else:
        print("That retargeted anim has no base action")
    anim_data.use_nla = True
    for track in anim_data.nla_tracks:
        anim_data.nla_tracks.remove(track)
    mocapTrack = anim_data.nla_tracks.new()
    mocapTrack.name = "Base " + name
    NLATracks.base_track = mocapTrack.name
    mocapStrip = mocapTrack.strips.new("Base " + name, s_frame, mocapAction)
    constraintTrack = anim_data.nla_tracks.new()
    constraintTrack.name = "Auto fixes " + name
    NLATracks.auto_fix_track = constraintTrack.name
    if ("Auto fixes " + name) in bpy.data.actions:
        constraintAction = bpy.data.actions[("Auto fixes " + name)]
    else:
        constraintAction = bpy.data.actions.new("Auto fixes " + name)
        constraintAction.use_fake_user = True
    constraintStrip = constraintTrack.strips.new("Auto fixes " + name, s_frame, constraintAction)
    constraintStrip.extrapolation = "NOTHING"
    userTrack = anim_data.nla_tracks.new()
    userTrack.name = "Manual fixes " + name
    NLATracks.manual_fix_track = userTrack.name
    if ("Manual fixes " + name) in bpy.data.actions:
        userAction = bpy.data.actions[("Manual fixes " + name)]
    else:
        userAction = bpy.data.actions.new("Manual fixes " + name)
        userAction.use_fake_user = True
    userStrip = userTrack.strips.new("Manual fixes " + name, s_frame, userAction)
    userStrip.extrapolation = "HOLD"
    userStrip.blend_type = "ADD"
    anim_data.nla_tracks.active = constraintTrack
    anim_data.action_extrapolation = "NOTHING"
    #set the stride_bone's action
    if "stride_bone" in bpy.data.objects:
        stride_bone = bpy.data.objects["stride_bone"]
        if NLATracks.stride_action:
            stride_bone.animation_data.action = bpy.data.actions[NLATracks.stride_action]
        else:
            NLATracks.stride_action = stride_bone.animation_data.action.name
            stride_bone.animation_data.action.use_fake_user = True
    anim_data.action = None


def preAdvancedRetargeting(performer_obj, enduser_obj):
    createDictionary(performer_obj.data, enduser_obj.data)
    bones = enduser_obj.pose.bones
    map_bones = [bone for bone in bones if bone.bone.reverseMap]
    perf_root = performer_obj.pose.bones[0].name
    for bone in map_bones:
        perf_bone = bone.bone.reverseMap[0].name

        cons = bone.constraints.new('COPY_ROTATION')
        cons.name = "retargetTemp"
        locks = bone.lock_rotation
        cons.use_x = not locks[0]
        cons.use_y = not locks[1]
        cons.use_z = not locks[2]
        cons.target = performer_obj
        cons.subtarget = perf_bone
        cons.target_space = 'WORLD'
        cons.owner_space = 'WORLD'

        if (not bone.bone.use_connect) and (perf_bone != perf_root):
            cons = bone.constraints.new('COPY_LOCATION')
            cons.name = "retargetTemp"
            cons.target = performer_obj
            cons.subtarget = perf_bone
            cons.use_x = True
            cons.use_y = True
            cons.use_z = True
            cons.target_space = 'LOCAL'
            cons.owner_space = 'LOCAL'


def prepareForBake(enduser_obj):
    bones = enduser_obj.pose.bones
    for bone in bones:
        bone.bone.select = False
    map_bones = [bone for bone in bones if bone.bone.reverseMap]
    for bone in map_bones:
        for cons in bone.constraints:
            if "retargetTemp" in cons.name:
                bone.bone.select = True


def cleanTempConstraints(enduser_obj):
    bones = enduser_obj.pose.bones
    map_bones = [bone for bone in bones if bone.bone.reverseMap]
    for bone in map_bones:
        for cons in bone.constraints:
            if "retargetTemp" in cons.name:
                bone.constraints.remove(cons)


#Main function that runs the retargeting sequence.
#If advanced == True, we assume constraint's were already created
def totalRetarget(performer_obj, enduser_obj, scene, s_frame, e_frame):
    perf_arm = performer_obj.data
    end_arm = enduser_obj.data
    advanced = end_arm.advancedRetarget
    step = end_arm.frameStep
    enduser_obj.animation_data_create()

    try:
        enduser_obj.animation_data.action = bpy.data.actions.new("temp")
        enduser_obj.animation_data.action.use_fake_user = True
    except:
        print("no need to create new action")

    print("creating Dictionary")
    feetBones, root = createDictionary(perf_arm, end_arm)
    print("cleaning stuff up")
    perf_obj_mat, enduser_obj_mat = cleanAndStoreObjMat(performer_obj, enduser_obj)
    if not advanced:
        turnOffIK(enduser_obj)
        print("Creating intermediate armature (for first pass)")
        inter_obj = createIntermediate(performer_obj, enduser_obj, root, s_frame, e_frame, scene, step)
        print("First pass: retargeting from intermediate to end user")
        retargetEnduser(inter_obj, enduser_obj, root, s_frame, e_frame, scene, step)
    else:
        prepareForBake(enduser_obj)
        print("Retargeting pose (Advanced Retarget)")
        bake_action(
            bpy.context.object,
            s_frame, e_frame,
            action=enduser_obj.animation_data.action,
            only_selected=True,
            do_pose=True,
            do_object=False,
            frame_step=step,
        )
    name = performer_obj.animation_data.action.name[:10]
    #We trim the name down to 10 chars because of Action Name length maximum
    enduser_obj.animation_data.action.name = "Base " + name
    print("Second pass: retargeting root translation and clean up")
    stride_bone = copyTranslation(performer_obj, enduser_obj, feetBones, root, s_frame, e_frame, scene, enduser_obj_mat)
    if not advanced:
        print("hry")
        bpy.ops.object.select_all(action='DESELECT')
        bpy.context.scene.objects.active = enduser_obj
        bpy.ops.object.select_pattern(pattern=enduser_obj.name, extend=False)
        IKRetarget(performer_obj, enduser_obj, s_frame, e_frame, scene, step)
        bpy.ops.object.select_pattern(pattern=stride_bone.name, extend=False)
    restoreObjMat(performer_obj, enduser_obj, perf_obj_mat, enduser_obj_mat, stride_bone, scene, s_frame)
    bpy.ops.object.mode_set(mode='OBJECT')
    if not advanced:
        bpy.ops.object.select_pattern(pattern=inter_obj.name, extend=False)
        bpy.ops.object.delete()
    else:
        cleanTempConstraints(enduser_obj)
    bpy.ops.object.select_pattern(pattern=enduser_obj.name, extend=False)

    if not name in [tracks.name for tracks in end_arm.mocapNLATracks]:
        NLATracks = end_arm.mocapNLATracks.add()
        NLATracks.name = name
    else:
        NLATracks = end_arm.mocapNLATracks[name]
    end_arm.active_mocap = name
    print("retargeting done!")


def isRigAdvanced(enduser_obj):
    bones = enduser_obj.pose.bones
    for bone in bones:
        for constraint in bone.constraints:
            if constraint.type != "IK":
                return True
        if enduser_obj.data.animation_data:
            if enduser_obj.data.animation_data.drivers:
                return True