Bake the animation of a rig following another rig I have a Kinect Rig imported into Blender.
My character is moving thanks to another rig (lets name it the Character's Rig) which is following the Kinect rig.
I cleaned up the animation of the Kinect rig, and made some adjustments in pose mode to the Character's rig (mainly foot rotation).
Everything is good, except that sometimes in the viewport, and everytime when rendering, some of the adjustment are not calculated (foot rotation correction for example).
Is there a typical workflow to bake the animation of my Character's Rig, so that I can delete the Kinect rig, making my Character's Rig absolutely independant ? What are the different ways to achieve this ? Especially if I need to use the NLA Editor after this.
I know there's the Pose &gt; Bake Action solution in Pose Mode, but is it really what I need ?
Thanks ! :)
Go to Pose Mode and select all bones of your character's rig.
Select Pose-&gt;Animation-&gt;Bake Action like below:

then select Only Selected Bones + Visual Keying + Clear Constrains + Overwrite Current Action