How to create and bake animations in Blender (when you already have created the Rig Skeleton) I've created a little blocky character in Blender, with a rigged skeleton. I've tested the joints out in Pose Mode and they seem ok. (the character is for a 3rd person 2.5D side-scrolling platform game, I need idle, run, skid animations for now)

From the instructions ive been following and several tutorials, I believe I need to bake each keyframe. Now I'm not fully sure what that is, but I understand it basically means taking position details etc for every frame so that the rig doesnt need to be manipulated in my code in unity.

I am going for very simple approach here, I dont mind things like foot sliding and stiff like that. Its going to only be a few keyframes per animation.

I have to make it into FBX file i believe, however I've downloaded a few OBJ before off the net and they worked with animation in unity (if i recall correctly).

Here is the screenshot for what I've done so far showing the model and the rig skeleton. What screen do i need to go to in order to start making keyframes, and saving animations for unity?

(Sorry if this is quite a dumb/broad question, im just stuck again :\ )

Thanks for reading
To answer your answer , when creating animations i personally do prefer to go to frame 0 press A in view to select all bones and press I &amp; select PosLocScale to get the starting pose and do the same on the last frame of the animation , then i just skip to certain frame and edit bones i need to , before jumping to another frame i select the bones i have edited and press I =&gt; Set LocPosScale or u can press A and set it.