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Bake a folder of retargeted animations.

This bakes every animation you select, and it is the whole workflow.

WARNING: There is no Revert. The original IK bone tracks are not stored anywhere, so this is a one way bake. Commit to source control first, or run it on duplicates.

1. Select the animations

Select every retargeted animation in the Content Browser at once. A mixed selection across different skeletons is fine.

INFO: Leave additive animations out. An additive sequence stores deltas from a base pose, so a bake would write an absolute transform into a track that is read as a delta. Bake the base animation instead. The modifier warns you in the log if you point it at an additive.

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:

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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.

INFO: An animation reporting *no bones matching prefix* is on a skeleton with no IK bones, or one that names them differently. See Auto pairing.