You can convert an active rigid body’s dynamic animation to keys, a process known as baking the simulation. This is useful if you want to adjust an active rigid body’s motion at certain frames by altering keyed values.
To convert an active rigid body’s dynamic animation to keys
This creates keys only for the attributes you select in the Channel Box. You’ll select the attributes in a subsequent step.
For example, if you leave it set to the default setting of 1, a key is created at every frame.
This selects the Translate and Rotate attributes of all selected rigid bodies.
If you bake the simulation for a rigid body, you no longer need the object’s rigid body node. You can remove such nodes to speed scene processing.