While animation curves and key information exist for an IK handle, there is no information available for an IK joint because its position is determined by the animation on the IK handle. To view and edit the animation information of an IK joint, perform a bake animation.
To set
Bake Simulation Options
- Select the key(s) or keyset that you want to bake.
- Select
.
- In the
Bake Simulation Options window, do one of the following:
To create keys for an IK joint by baking
- Select the IK joint.
- Select
.
In the
Bake Simulation Options window, set the
Sample By value.
- Verify that the
Disable Implicit Controls option is turned on to retain the animation imparted by the first joint in the IK chain.
- Click the
Bake button.
Maya steps through the animation. It evaluates the scene for each time interval specified in the
Sample By field and places a key at each time. The new keys appear on the Time Slider.
Note: If you are baking the animation of a Full Body IK system, you must ensure that the attributes of the skeleton are keyable. To make the skeleton keyable, select the root joint of your skeleton and open the
Channel Box. Highlight all the attributes and right-click. Select
Make Selected Keyable from the marking menu.
To bake a keyset
- Select the keyset that you want to bake.
- Select
.
Bake animation in the Graph Editor
You can bake animation in the
Graph Editor if you want to edit a single animation curve instead of all the contributing attributes that affect the behavior of a single attribute, for example, an object affected by a driven key or an Expression.
When you bake keys on an animation channel, a key is set
every frame on the curve.
Note: Bake Channel operates only on animation that can be evaluated explicitly. You can't Bake Channels on Inverse Kinematics systems, Dynamics, and some Expressions.
In the
Graph Editor
Ensure that all the animation you want to bake is showing in the Graph View and select m from the
Graph Editor Curves menu.
Bake animation in the Dope Sheet
To create animation curves for a driven key using
Bake Channel
- Select the driven object from scene view or the
Outliner.
- In the
Dope Sheet window, select
Curves > Bake Channel >
.
- Select Time Slider as the range to be processed or specify a range by clicking the
Start/End option and entering values in the
Start Time and
End Time fields.
- Enter a value in the
Sample By field.
The
Sample By value is based on the
Time Unit setting. It represents the frequency with which Maya analyzes the object’s animation and generates a key. A value of 1 creates a key for and at each time unit. High values will decrease the frequency of generated keys, and low values increase the number of keys created.
- Click
Bake.
Note: Bake Channel operates only on animation that can be evaluated explicitly. You cannot use
Bake Channel for Inverse Kinematics systems, Dynamics, and some Expressions.
To generate animation curves for these animation types, select
.