I'm experimenting with more detailed human character rigs with IK controls and since the animations are meant to be used in a game engine, I need to bake any animations made with IK constraints.
The issue is that after I bake an animation, all the constraints are still on the bones, affecting their movement so they end up compounding with the baked animation thus messing the preview so I can't view it unless I go though every bone that has a constraint and either disable or delete it manually. That or clear all constraints in the baking setting but that doesn't make sense because why should I destroy the constraints making it unusable for further animations.
So is there a way of batch disabling all constraints? Or perhaps a way of making it so that previewing baked animations automatically disabled constraints?
Someone had mentioned to make 2 armatures, one that has no constraints but is the main one to which the character mesh is attached and a second one that is a copy of the first armature but has all the constraints on it. Ultimately I'm supposed to use CTRL+L to link the animation data from the constraint armature to a non-constraint one. I can see this as an interesting solution but it also seems like a workaround to something that should just be a button for "disable/enable all constraints" no?