The bake options in the  menu button let you bake the final animation generated in MotionBuilder onto a HumanIK skeleton or Custom rig in Maya. 
            
NoteOnce animation is baked into the Maya scene, your live connection is automatically disabled and can be re-enabled at any time
                  using the  window or  menu. 
               
            To bake live animation to a skeleton
         
         
            - Send your HumanIK defined character to MotionBuilder and apply motion capture data. See Stream animation to a skeleton. 
            
- In Maya, ensure the target for the animation is selected as the current character in the Character menu, and the name of the remote character displays in the Source menu. 
            
- Select  >  in the  to bake the retargeted animation to a skeleton. >  in the  to bake the retargeted animation to a skeleton.
To bake live animation to a Custom rig
         
         
            - Send your HumanIK defined character to MotionBuilder and apply motion capture data. See Stream animation to a Custom rig. 
            
- In Maya, ensure the target for the animation is selected as the current character in the Character menu, and the name of the remote character displays in the Source menu. 
            
-  Select  >  in the  to bake the animation to a Custom rig. >  in the  to bake the animation to a Custom rig.
NoteBaking a live connection automatically adjusts the time range in Maya to reflect the total of the time ranges in both Maya
               and MotionBuilder. 
            
          Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
 Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License