Baking to Skeleton vs Baking to Control Rig for Unreal


#1

Hi,

I just learned how to retarget mocap animation to my character and it worked perfectly. My intention is to get the animation to Unreal Engine ultimately. Maya has 2 options.

Bake to Skeleton and Bake to Control Rig.

Now, I understand what these 2 options are for and what they do exactly. My question is for when would you use one over the other?

My assumption is, after retargeting you use bake to control rig to tweak the animation and when you’re happy with the final result you bake it to skeleton and then get the animation to Unreal.

Is my assumption correct? Are these the only reasons these two options exist?

Bake to Control Rig - To tweak and correct mocap data/keyframe animation.
Bake to Skeleton - For exporting the animation out to other packages.

Thanks!