de02913f5a73db59eb16512dc87f77d1e54446cc
[blender.git] / release / scripts / modules / retarget.py
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18
19 # <pep8 compliant>
20
21 import bpy
22 from mathutils import *
23 from math import radians, acos
24 from bl_operators import nla
25 import cProfile
26
27
28 def hasIKConstraint(pose_bone):
29     #utility function / predicate, returns True if given bone has IK constraint
30     ik = [constraint for constraint in pose_bone.constraints if constraint.type == "IK"]
31     if ik:
32         return ik[0]
33     else:
34         return False
35
36
37 def createDictionary(perf_arm, end_arm):
38     # clear any old data
39     for end_bone in end_arm.bones:
40         for mapping in end_bone.reverseMap:
41             end_bone.reverseMap.remove(0)
42
43     for perf_bone in perf_arm.bones:
44         #find its match and add perf_bone to the match's mapping
45         if perf_bone.map:
46             end_bone = end_arm.bones[perf_bone.map]
47             newMap = end_bone.reverseMap.add()
48             newMap.name = perf_bone.name
49             end_bone.foot = perf_bone.foot
50
51     #root is the root of the enduser
52     root = end_arm.bones[0].name
53     feetBones = [bone.name for bone in perf_arm.bones if bone.foot]
54     return feetBones, root
55
56 def loadMapping(perf_arm, end_arm):
57
58     for end_bone in end_arm.bones:
59         #find its match and add perf_bone to the match's mapping
60         if end_bone.reverseMap:
61             for perf_bone in end_bone.reverseMap:
62                 perf_arm.bones[perf_bone.name].map = end_bone.name
63
64 #creation of intermediate armature
65 # the intermediate armature has the hiearchy of the end user,
66 # does not have rotation inheritence
67 # and bone roll is identical to the performer
68 # its purpose is to copy over the rotations
69 # easily while concentrating on the hierarchy changes
70
71
72 def createIntermediate(performer_obj, enduser_obj, root, s_frame, e_frame, scene, step):
73     #creates and keyframes an empty with its location
74     #the original position of the tail bone
75     #useful for storing the important data in the original motion
76     #i.e. using this empty to IK the chain to that pos / DEBUG
77
78     #Simple 1to1 retarget of a bone
79     def singleBoneRetarget(inter_bone, perf_bone):
80             perf_world_rotation = perf_bone.matrix * performer_obj.matrix_world
81             inter_world_base_rotation = inter_bone.bone.matrix_local * inter_obj.matrix_world
82             inter_world_base_inv = inter_world_base_rotation.inverted()
83             bake_matrix =  (inter_world_base_inv.to_3x3() * perf_world_rotation.to_3x3())
84             base_euler = inter_bone.rotation_euler
85             eul = bake_matrix.to_euler(base_euler.order,base_euler)
86             return eul.to_matrix().to_4x4()
87
88     #uses 1to1 and interpolation/averaging to match many to 1 retarget
89     def manyPerfToSingleInterRetarget(inter_bone, performer_bones_s):
90         retarget_matrices = [singleBoneRetarget(inter_bone, perf_bone) for perf_bone in performer_bones_s]
91         lerp_matrix = Matrix()
92         for i in range(len(retarget_matrices) - 1):
93             first_mat = retarget_matrices[i]
94             next_mat = retarget_matrices[i + 1]
95             lerp_matrix = first_mat.lerp(next_mat, 0.5)
96         return lerp_matrix
97
98     #determines the type of hierachy change needed and calls the
99     #right function
100     def retargetPerfToInter(inter_bone):
101         if inter_bone.bone.reverseMap:
102             perf_bone_name = inter_bone.bone.reverseMap
103                 # 1 to many not supported yet
104                 # then its either a many to 1 or 1 to 1
105             if len(perf_bone_name) > 1:
106                 performer_bones_s = [performer_bones[map.name] for map in perf_bone_name]
107                 #we need to map several performance bone to a single
108                 inter_bone.matrix_basis = manyPerfToSingleInterRetarget(inter_bone, performer_bones_s)
109             else:
110                 perf_bone = performer_bones[perf_bone_name[0].name]
111                 inter_bone.matrix_basis = singleBoneRetarget(inter_bone, perf_bone)
112         inter_bone.keyframe_insert("rotation_quaternion")
113
114     #creates the intermediate armature object
115     inter_obj = enduser_obj.copy()
116     inter_obj.data = inter_obj.data.copy()  # duplicate data
117     bpy.context.scene.objects.link(inter_obj)
118     inter_obj.name = "intermediate"
119     bpy.context.scene.objects.active = inter_obj
120     bpy.ops.object.mode_set(mode='EDIT')
121     #add some temporary connecting bones in case end user bones are not connected to their parents
122     print("creating temp bones")
123     for bone in inter_obj.data.edit_bones:
124         if not bone.use_connect and bone.parent:
125             if inter_obj.data.bones[bone.parent.name].reverseMap or inter_obj.data.bones[bone.name].reverseMap:
126                 newBone = inter_obj.data.edit_bones.new("Temp")
127                 newBone.head = bone.parent.tail
128                 newBone.tail = bone.head
129                 newBone.parent = bone.parent
130                 bone.parent = newBone
131                 bone.use_connect = True
132                 newBone.use_connect = True
133     #resets roll
134     print("retargeting to intermediate")
135     bpy.ops.armature.calculate_roll(type='Z')
136     bpy.ops.object.mode_set(mode="OBJECT")
137     inter_obj.data.name = "inter_arm"
138     inter_arm = inter_obj.data
139     performer_bones = performer_obj.pose.bones
140     inter_bones = inter_obj.pose.bones
141     #clears inheritance
142     for inter_bone in inter_bones:
143         if inter_bone.bone.reverseMap:
144             inter_bone.bone.use_inherit_rotation = False
145         else:
146             inter_bone.bone.use_inherit_rotation = True
147
148     for t in range(s_frame, e_frame, step):
149         if (t - s_frame) % 10 == 0:
150             print("First pass: retargeting frame {0}/{1}".format(t, e_frame - s_frame))
151         scene.frame_set(t)
152         for bone in inter_bones:
153             retargetPerfToInter(bone)
154
155     return inter_obj
156
157 # this procedure copies the rotations over from the intermediate
158 # armature to the end user one.
159 # As the hierarchies are 1 to 1, this is a simple matter of
160 # copying the rotation, while keeping in mind bone roll, parenting, etc.
161 # TODO: Control Bones: If a certain bone is constrained in a way
162 #       that its rotation is determined by another (a control bone)
163 #       We should determine the right pos of the control bone.
164 #       Scale: ? Should work but needs testing.
165
166
167 def retargetEnduser(inter_obj, enduser_obj, root, s_frame, e_frame, scene, step):
168     inter_bones = inter_obj.pose.bones
169     end_bones = enduser_obj.pose.bones
170
171     def bakeTransform(end_bone):
172         src_bone = inter_bones[end_bone.name]
173         trg_bone = end_bone
174         bake_matrix = src_bone.matrix
175         rest_matrix = trg_bone.bone.matrix_local
176
177         if trg_bone.parent and trg_bone.bone.use_inherit_rotation:
178             srcParent = src_bone.parent
179             if "Temp" in srcParent.name:
180                 srcParent = srcParent.parent
181             parent_mat = srcParent.matrix
182             parent_rest = trg_bone.parent.bone.matrix_local
183             parent_rest_inv = parent_rest.inverted()
184             parent_mat_inv = parent_mat.inverted()
185             bake_matrix = parent_mat_inv * bake_matrix
186             rest_matrix = parent_rest_inv * rest_matrix
187
188         rest_matrix_inv = rest_matrix.inverted()
189         bake_matrix = rest_matrix_inv * bake_matrix
190         end_bone.matrix_basis = bake_matrix
191         rot_mode = end_bone.rotation_mode
192         if rot_mode == "QUATERNION":
193             end_bone.keyframe_insert("rotation_quaternion")
194         elif rot_mode == "AXIS_ANGLE":
195             end_bone.keyframe_insert("rotation_axis_angle")
196         else:
197             end_bone.keyframe_insert("rotation_euler")
198         if not end_bone.bone.use_connect:
199             end_bone.keyframe_insert("location")
200
201         for bone in end_bone.children:
202             bakeTransform(bone)
203
204     for t in range(s_frame, e_frame, step):
205         if (t - s_frame) % 10 == 0:
206             print("Second pass: retargeting frame {0}/{1}".format(t, e_frame - s_frame))
207         scene.frame_set(t)
208         end_bone = end_bones[root]
209         end_bone.location = Vector((0, 0, 0))
210         end_bone.keyframe_insert("location")
211         bakeTransform(end_bone)
212
213 #recieves the performer feet bones as a variable
214 # by "feet" I mean those bones that have plants
215 # (they don't move, despite root moving) somewhere in the animation.
216
217
218 def copyTranslation(performer_obj, enduser_obj, perfFeet, root, s_frame, e_frame, scene, enduser_obj_mat):
219
220     perf_bones = performer_obj.pose.bones
221     end_bones = enduser_obj.pose.bones
222
223     perfRoot = perf_bones[0].name
224     endFeet = [perf_bones[perfBone].bone.map for perfBone in perfFeet]
225     locDictKeys = perfFeet + endFeet + [perfRoot]
226
227     def tailLoc(bone):
228         return bone.center + (bone.vector / 2)
229
230     #Step 1 - we create a dict that contains these keys:
231     #(Performer) Hips, Feet
232     #(End user) Feet
233     # where the values are their world position on each frame in range (s,e)
234
235     locDict = {}
236     for key in locDictKeys:
237         locDict[key] = []
238
239     for t in range(scene.frame_start, scene.frame_end):
240         scene.frame_set(t)
241         for bone in perfFeet:
242             locDict[bone].append(tailLoc(perf_bones[bone]))
243         locDict[perfRoot].append(tailLoc(perf_bones[perfRoot]))
244         for bone in endFeet:
245             locDict[bone].append(tailLoc(end_bones[bone]))
246
247     # now we take our locDict and analyze it.
248     # we need to derive all chains
249     
250     def locDeriv(key, t):
251         graph = locDict[key]
252         return graph[t + 1] - graph[t]
253
254     #~ locDeriv = {}
255     #~ for key in locDictKeys:
256         #~ locDeriv[key] = []
257
258     #~ for key in locDict.keys():
259         #~ graph = locDict[key]
260         #~ locDeriv[key] = [graph[t + 1] - graph[t] for t in range(len(graph) - 1)]
261
262     # now find the plant frames, where perfFeet don't move much
263
264     linearAvg = []
265
266     for key in perfFeet:
267         for i in range(len(locDict[key]) - 1):
268             v = locDeriv(key,i)
269             if (v.length < 0.1):
270                 hipV = locDeriv(perfRoot,i)
271                 endV = locDeriv(perf_bones[key].bone.map,i)
272                 #this is a plant frame.
273                 #lets see what the original hip delta is, and the corresponding
274                 #end bone's delta
275                 if endV.length != 0:
276                     linearAvg.append(hipV.length / endV.length)
277
278     action_name = performer_obj.animation_data.action.name
279     #is there a stride_bone?
280     if "stride_bone" in bpy.data.objects:
281         stride_action = bpy.data.actions.new("Stride Bone " + action_name)
282         stride_action.use_fake_user = True
283         stride_bone = enduser_obj.parent
284         stride_bone.animation_data.action = stride_action
285     else:
286         bpy.ops.object.add()
287         stride_bone = bpy.context.active_object
288         stride_bone.name = "stride_bone"
289     print(stride_bone)
290     stride_bone.location = enduser_obj_mat.to_translation()
291     print(linearAvg)
292     if linearAvg:
293         #determine the average change in scale needed
294         avg = sum(linearAvg) / len(linearAvg)
295         scene.frame_set(s_frame)
296         initialPos = (tailLoc(perf_bones[perfRoot]) / avg) #+ stride_bone.location
297         for t in range(s_frame, e_frame):
298             scene.frame_set(t)
299             #calculate the new position, by dividing by the found ratio between performer and enduser
300             newTranslation = (tailLoc(perf_bones[perfRoot]) / avg)
301             stride_bone.location = enduser_obj_mat * (newTranslation - initialPos)
302             stride_bone.keyframe_insert("location")
303     else:
304         
305         stride_bone.keyframe_insert("location")
306     stride_bone.animation_data.action.name = ("Stride Bone " + action_name)
307
308     return stride_bone
309
310
311 def IKRetarget(performer_obj, enduser_obj, s_frame, e_frame, scene, step):
312     bpy.ops.object.select_name(name=enduser_obj.name, extend=False)
313     end_bones = enduser_obj.pose.bones
314     for pose_bone in end_bones:
315         ik_constraint = hasIKConstraint(pose_bone)
316         if ik_constraint:
317             target_is_bone = False
318             # set constraint target to corresponding empty if targetless,
319             # if not, keyframe current target to corresponding empty
320             perf_bone = pose_bone.bone.reverseMap[-1].name
321             bpy.ops.object.mode_set(mode='EDIT')
322             orgLocTrg = originalLocationTarget(pose_bone, enduser_obj)
323             bpy.ops.object.mode_set(mode='OBJECT')
324             if not ik_constraint.target:
325                 ik_constraint.target = enduser_obj
326                 ik_constraint.subtarget = pose_bone.name+"IK"
327                 target = orgLocTrg
328
329             # There is a target now
330             if ik_constraint.subtarget:
331                 target = ik_constraint.target.pose.bones[ik_constraint.subtarget]
332                 target.bone.use_local_location = False
333                 target_is_bone = True
334             else:
335                 target = ik_constraint.target
336
337             # bake the correct locations for the ik target bones
338             for t in range(s_frame, e_frame, step):
339                 scene.frame_set(t)
340                 if target_is_bone:
341                     final_loc = pose_bone.tail - target.bone.matrix_local.to_translation()
342                 else:
343                     final_loc = pose_bone.tail
344                 target.location = final_loc
345                 target.keyframe_insert("location")
346             ik_constraint.mute = False
347     scene.frame_set(s_frame)
348     bpy.ops.object.mode_set(mode='OBJECT')
349
350
351 def turnOffIK(enduser_obj):
352     end_bones = enduser_obj.pose.bones
353     for pose_bone in end_bones:
354         if pose_bone.is_in_ik_chain:
355             pass
356             # TODO:
357             # set stiffness according to place on chain
358             # and values from analysis that is stored in the bone
359             #pose_bone.ik_stiffness_x = 0.5
360             #pose_bone.ik_stiffness_y = 0.5
361             #pose_bone.ik_stiffness_z = 0.5
362         ik_constraint = hasIKConstraint(pose_bone)
363         if ik_constraint:
364             ik_constraint.mute = True
365
366
367 #copy the object matrixes and clear them (to be reinserted later)
368 def cleanAndStoreObjMat(performer_obj, enduser_obj):
369     perf_obj_mat = performer_obj.matrix_world.copy()
370     enduser_obj_mat = enduser_obj.matrix_world.copy()
371     zero_mat = Matrix()
372     performer_obj.matrix_world = zero_mat
373     enduser_obj.matrix_world = zero_mat
374     return perf_obj_mat, enduser_obj_mat
375
376
377 #restore the object matrixes after parenting the auto generated IK empties
378 def restoreObjMat(performer_obj, enduser_obj, perf_obj_mat, enduser_obj_mat, stride_bone, scene, s_frame):
379     pose_bones = enduser_obj.pose.bones
380     for pose_bone in pose_bones:
381         if pose_bone.name + "Org" in bpy.data.objects:
382             empty = bpy.data.objects[pose_bone.name + "Org"]
383             empty.parent = stride_bone
384     performer_obj.matrix_world = perf_obj_mat
385     enduser_obj.parent = stride_bone
386     scene.frame_set(s_frame)
387     enduser_obj_mat = enduser_obj_mat.to_3x3().to_4x4() * Matrix.Translation(stride_bone.matrix_world.to_translation())
388     enduser_obj.matrix_world = enduser_obj_mat
389
390
391 #create (or return if exists) the related IK empty to the bone
392 def originalLocationTarget(end_bone, enduser_obj):
393     if not end_bone.name + "IK" in enduser_obj.data.bones:
394         newBone = enduser_obj.data.edit_bones.new(end_bone.name + "IK")
395         newBone.head = end_bone.tail
396         newBone.tail = end_bone.tail + Vector((0,0.1,0))
397         #~ empty = bpy.context.active_object
398         #~ empty.name = end_bone.name + "Org"
399         #~ empty.empty_draw_size = 0.1
400         #~ empty.parent = enduser_obj
401     else:
402         newBone = enduser_obj.pose.bones[end_bone.name + "IK"]
403     return newBone
404
405
406 #create the specified NLA setup for base animation, constraints and tweak layer.
407 def NLASystemInitialize(enduser_arm, context):#enduser_obj, name):
408     enduser_obj = context.active_object
409     NLATracks = enduser_arm.mocapNLATracks[enduser_obj.data.active_mocap]
410     name = NLATracks.name
411     anim_data = enduser_obj.animation_data
412     s_frame = 0
413     print(name)
414     if ("Base " + name) in bpy.data.actions:
415         mocapAction = bpy.data.actions[("Base " + name)]
416     else:
417         print("That retargeted anim has no base action")
418     anim_data.use_nla = True
419     for track in anim_data.nla_tracks:
420         anim_data.nla_tracks.remove(track)
421     mocapTrack = anim_data.nla_tracks.new()
422     mocapTrack.name = "Base " + name
423     NLATracks.base_track = mocapTrack.name
424     mocapStrip = mocapTrack.strips.new("Base " + name, s_frame, mocapAction)
425     constraintTrack = anim_data.nla_tracks.new()
426     constraintTrack.name = "Auto fixes " + name
427     NLATracks.auto_fix_track = constraintTrack.name
428     if ("Auto fixes " + name) in bpy.data.actions:
429         constraintAction = bpy.data.actions[("Auto fixes " + name)]
430     else:
431         constraintAction = bpy.data.actions.new("Auto fixes " + name)
432         constraintAction.use_fake_user = True
433     constraintStrip = constraintTrack.strips.new("Auto fixes " + name, s_frame, constraintAction)
434     constraintStrip.extrapolation = "NOTHING"
435     userTrack = anim_data.nla_tracks.new()
436     userTrack.name = "Manual fixes " + name
437     NLATracks.manual_fix_track = userTrack.name
438     if ("Manual fixes " + name) in bpy.data.actions:
439         userAction = bpy.data.actions[("Manual fixes " + name)]
440     else:
441         userAction = bpy.data.actions.new("Manual fixes " + name)
442         userAction.use_fake_user = True
443     userStrip = userTrack.strips.new("Manual fixes " + name, s_frame, userAction)
444     userStrip.extrapolation = "HOLD"
445     #userStrip.blend_type = "MULITPLY" - doesn't work due to work, will be activated soon
446     anim_data.nla_tracks.active = constraintTrack
447     #anim_data.action = constraintAction
448     anim_data.action_extrapolation = "NOTHING"
449     #set the stride_bone's action
450     if "stride_bone" in bpy.data.objects:
451         stride_bone = bpy.data.objects["stride_bone"]
452         if NLATracks.stride_action:
453             stride_bone.animation_data.action = bpy.data.actions[NLATracks.stride_action]
454         else:
455             NLATracks.stride_action = stride_bone.animation_data.action.name
456             stride_bone.animation_data.action.use_fake_user = True
457     anim_data.action = None
458
459
460 def preAdvancedRetargeting(performer_obj, enduser_obj):
461     createDictionary(performer_obj.data, enduser_obj.data)
462     bones = enduser_obj.pose.bones
463     map_bones = [bone for bone in bones if bone.bone.reverseMap]
464     perf_root = performer_obj.pose.bones[0].name
465     for bone in map_bones:
466         perf_bone = bone.bone.reverseMap[0].name
467         addLocalRot = False;
468         if (not bone.bone.use_connect) and (perf_bone!=perf_root):
469             locks = bone.lock_location
470             #if not (locks[0] or locks[1] or locks[2]):  
471             cons = bone.constraints.new('COPY_LOCATION')
472             cons.name = "retargetTemp"
473             cons.use_x = not locks[0]
474             cons.use_y = not locks[1]
475             cons.use_z = not locks[2]
476             cons.target = performer_obj
477             cons.subtarget = perf_bone
478             cons.target_space = 'LOCAL'
479             cons.owner_space = 'LOCAL'
480             addLocalRot = True
481
482        
483         cons2 = bone.constraints.new('COPY_ROTATION')
484         cons2.name = "retargetTemp"
485         locks = bone.lock_rotation
486         cons2.use_x = not locks[0]
487         cons2.use_y = not locks[1]
488         cons2.use_z = not locks[2]
489         cons2.target = performer_obj
490         cons2.subtarget = perf_bone
491         cons2.target_space = 'WORLD'
492         cons2.owner_space = 'WORLD'
493
494         if perf_bone==perf_root:
495             addLocalRot = True
496
497         #~ if addLocalRot:
498             #~ for constraint in bone.constraints:
499                 #~ if constraint.type == 'COPY_ROTATION':
500                     #~ constraint.target_space = 'LOCAL'
501                     #~ constraint.owner_space = 'LOCAL'
502
503
504 def prepareForBake(enduser_obj):
505     bones = enduser_obj.pose.bones
506     for bone in bones:
507         bone.bone.select = False
508     map_bones = [bone for bone in bones if bone.bone.reverseMap]
509     for bone in map_bones:
510         for cons in bone.constraints:
511             if "retargetTemp" in cons.name:
512                 bone.bone.select = True
513
514 def cleanTempConstraints(enduser_obj):
515     bones = enduser_obj.pose.bones
516     map_bones = [bone for bone in bones if bone.bone.reverseMap]
517     for bone in map_bones:
518         for cons in bone.constraints:
519             if "retargetTemp" in cons.name:
520                 bone.constraints.remove(cons)
521
522 #Main function that runs the retargeting sequence.
523 #If advanced == True, we assume constraint's were already created
524 def totalRetarget(performer_obj, enduser_obj, scene, s_frame, e_frame):
525     perf_arm = performer_obj.data
526     end_arm = enduser_obj.data
527     advanced = end_arm.advancedRetarget
528     step = end_arm.frameStep
529     
530     try:
531         enduser_obj.animation_data.action = bpy.data.actions.new("temp")
532         enduser_obj.animation_data.action.use_fake_user = True
533     except:
534         print("no need to create new action")
535     
536     print("creating Dictionary")
537     feetBones, root = createDictionary(perf_arm, end_arm)
538     print("cleaning stuff up")
539     perf_obj_mat, enduser_obj_mat = cleanAndStoreObjMat(performer_obj, enduser_obj)
540     if not advanced:
541         turnOffIK(enduser_obj)
542         print("Creating intermediate armature (for first pass)")
543         inter_obj = createIntermediate(performer_obj, enduser_obj, root, s_frame, e_frame, scene, step)
544         print("First pass: retargeting from intermediate to end user")
545         retargetEnduser(inter_obj, enduser_obj, root, s_frame, e_frame, scene, step)
546     else:
547         prepareForBake(enduser_obj)
548         print("Retargeting pose (Advanced Retarget)")
549         nla.bake(s_frame, e_frame, action=enduser_obj.animation_data.action, only_selected=True, do_pose=True, do_object=False, step=step)
550     name = performer_obj.animation_data.action.name
551     enduser_obj.animation_data.action.name = "Base " + name
552     print("Second pass: retargeting root translation and clean up")
553     stride_bone = copyTranslation(performer_obj, enduser_obj, feetBones, root, s_frame, e_frame, scene, enduser_obj_mat)
554     if not advanced:
555         IKRetarget(performer_obj, enduser_obj, s_frame, e_frame, scene, step)
556         bpy.ops.object.select_name(name=stride_bone.name, extend=False)
557     restoreObjMat(performer_obj, enduser_obj, perf_obj_mat, enduser_obj_mat, stride_bone, scene, s_frame)
558     bpy.ops.object.mode_set(mode='OBJECT')
559     if not advanced:
560         bpy.ops.object.select_name(name=inter_obj.name, extend=False)
561         bpy.ops.object.delete()
562     else:
563         cleanTempConstraints(enduser_obj)
564     bpy.ops.object.select_name(name=enduser_obj.name, extend=False)
565
566     if not name in [tracks.name for tracks in end_arm.mocapNLATracks]:
567         NLATracks = end_arm.mocapNLATracks.add()
568         NLATracks.name = name
569     else:
570         NLATracks = end_arm.mocapNLATracks[name]
571     end_arm.active_mocap = name
572     print("retargeting done!")
573     
574 def profileWrapper():
575     context = bpy.context
576     scene = context.scene
577     s_frame = scene.frame_start
578     e_frame = scene.frame_end
579     enduser_obj = context.active_object
580     performer_obj = [obj for obj in context.selected_objects if obj != enduser_obj]
581     if enduser_obj is None or len(performer_obj) != 1:
582         print("Need active and selected armatures")
583     else:
584         performer_obj = performer_obj[0]
585         s_frame, e_frame = performer_obj.animation_data.action.frame_range
586         s_frame = int(s_frame)
587         e_frame = int(e_frame)
588         totalRetarget(performer_obj, enduser_obj, scene, s_frame, e_frame)
589
590
591 def isRigAdvanced(enduser_obj):
592     bones = enduser_obj.pose.bones
593     for bone in bones:
594         for constraint in bone.constraints:
595             if constraint.type != "IK":
596                 return True
597         if enduser_obj.data.animation_data:
598             if enduser_obj.data.animation_data.drivers:
599                 return True
600     
601 if __name__ == "__main__":
602     cProfile.run("profileWrapper()")