Get started
Quickstart
Bake a folder of retargeted animations.
This bakes every animation you select, and it is the whole workflow.
1. Select the animations
Select every retargeted animation in the Content Browser at once. A mixed selection across different skeletons is fine.
2. Add the modifier
Right click the selection and choose Animation Modifiers > Add Modifier > Bake IK Bones (Auto Pairs).

3. Apply it
Right click the selection again and choose Animation Modifiers > Apply Modifier.
4. Read the log
Turn the Output Log on for the first run. Each animation reports what it did:
Bake IK Bones: 'MF_Unarmed_Jog_Fwd' foot_l -> ik_foot_l
Bake IK Bones: 'MF_Unarmed_Jog_Fwd' foot_r -> ik_foot_r
Bake IK Bones: 'MF_Unarmed_Jog_Fwd' baked 5 bone(s) over 61 key(s).
Five bones is the standard mannequin result: both feet, both hands, and the weapon anchor.
5. Check the result
Open a baked animation, select ik_foot_l in the skeleton tree, and scrub. It should track foot_l now instead of sitting at the origin.

Reconnect your Control Rig and the legs should follow.