Bake Action to Keyframes on Every Frame in Blender
Baking an action in Blender converts dynamic, constraint-based, or physics-driven animation into explicit keyframes for every frame. This process is essential for exporting models to game engines, optimizing playback performance, and freezing procedural bone movements into permanent animation data. This guide explains how to bake your animations to keyframes on every single frame using Blender's built-in Bake Action operator.
Step-by-Step: Baking an Action
Select the Object or Armature
Select the target object in the 3D Viewport. If you are baking a character rig or bone animation, switch to Pose Mode (Ctrl + Tab). If you are baking a standard mesh or camera, stay in Object Mode.Select All Bones or Objects
PressAto select all bones (in Pose Mode) or all objects (in Object Mode) that need to be baked. Blender only bakes elements that are currently selected.Open the Bake Action Menu
- For bones/armatures: Go to the top menu and select Pose >
Animation > Bake Action...
- For objects: Go to the top menu and select Object >
Animation > Bake Action...
- Alternatively, press
F3(orSpacebardepending on your keymap), type Bake Action, and pressEnter.
- For bones/armatures: Go to the top menu and select Pose >
Animation > Bake Action...
Configure the Bake Settings
In the pop-up dialogue box, configure the following parameters:- Start Frame / End Frame: Set the timeline range you want to bake.
- Frame Step: Set this to
1. A step value of1ensures that Blender generates a keyframe on every single frame. - Only Selected Bones / Objects: Check this box to restrict baking only to the selected elements.
- Visual Keying: Check this box. This is crucial as it captures the final transformed positions generated by constraints, drivers, or parent inversions.
- Clear Constraints: Check this if you want Blender to remove constraints (like Inverse Kinematics or Track To) after baking, leaving purely keyframed motion.
- Clear Parents: Leave unchecked unless you want to unparent the object during the bake.
- Bake Data: Choose Pose for armatures or Object for standard meshes/transforms.
Execute the Bake
Click OK. Blender will process the timeline and generate transform keyframes (Location,Rotation,Scale) on every frame along the specified range.
Verifying the Result
Open the Dope Sheet or Graph Editor
(Shift + F12) to verify the output. You will see a dense
line of keyframes occupying every integer frame marker across all
channels. Your dynamic rig or constrained setup is now fully baked into
standard keyframe animation data.